2026 May 27th Mabinogi Connect Summary and Personal Opinions

2026-05-31 00:30:40 | 조회수: 57
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This document may contain personal opinions, and the text from the video is not transcribed word-for-word, so some content may be expressed differently.
Statements made by Milletians (users) are marked with Q, and the management's responses are marked with A.
Some questions have been rearranged by topic rather than chronological order.

Before we begin, an additional concern: prior to the release of the "Master Craftsman" update, there was a nuance that many issues arising from the "Taillteann Farm" or "Life Skill Season System" would be resolved. During the previous live broadcast, it was mentioned that many things regarding growth would be resolved with the "Summer Update," which has me worried. The release of the Master Craftsman update didn't solve all the related problems, after all.

There may be conflicting opinions among the player representatives asking the questions. The reason is that they have gathered opinions from various Milletians and are asking as their representatives. Please note in advance that because these are compiled opinions of many Milletians rather than the questioner's personal views, there may be conflicting opinions between the previous live broadcast and the current one, or even within the current live broadcast itself.

Mabinogi has a truly diverse player base. There are those who focus on the Mainstream, those who focus on combat, those who do life skills and dress up, and those who mainly just chat like it's a messenger app. Please consider that regarding various conflicting opinions—such as adding mid-tier dungeons vs. upper-tier dungeons, acknowledging high-end effort vs. making upper-tier content easier to access, or trade restrictions vs. free trade—these are all comprehensive collections of different people's opinions.


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Since the last Connect, we were able to share many positive opinions. By receiving those opinions, we were able to determine the direction of our updates. Today, we prepared this space to discuss the opinions we couldn't get to last time. This will be a time to communicate with the representatives who have gathered the opinions of the Milletians.


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Topics to be covered today

- Combat/Growth/Economy

- Fashion/Gacha(Kits)/BM

- Etc.

We will discuss these three topics (things we couldn't cover in April).


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Combat/Growth/Economy

Combat Common > Please apply the Combat Analyzer to actual combat, not just practice mode.

#Inquiry on review and development status #Inquiry on specific forms and functions

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Q. It's hard to define Mabinogi's genre as just one thing, but I think it is basically an MMORPG. I believe one of the important things in an MMORPG is the sense of growth. Currently, it is difficult to intuitively feel this sense of growth in Mabinogi. Through several past updates and events like the Crevice of Faith Shortest Clear Time Event, the environment has become one where players desire to feel their growth. How is the implementation of the Combat Analyzer in actual combat going? The Target Dummy Combat Statistics window came out first, but it's missing the information users want. You mentioned referring to references, could you tell us what games you are referencing? I think we need a Combat Analyzer that not only shows damage but also buffs and debuffs so we can understand party contribution. Can you tell us how the actual implementation of the Combat Analyzer is going?

A. We thought about it a lot, but we will provide it through Practice Missions. We judged that providing it in environments beyond that would raise the hurdle for combat content, so we will not provide it. If the Combat Analyzer is applied to actual combat, we believe it would act as a standard and indirectly raise the hurdle for combat content. In Mabinogi's history, the current hurdle for combat content is quite high. We are cautious about this situation potentially becoming even higher than it is now.

As announced, we will showcase the Combat Analyzer functions we are referencing during June. Party contribution will also be included. We will cover healing amounts, details on special situations, etc. However, it seems unlikely that everything will be included in June. We plan to showcase as many features as possible with the highest level of polish initially, and gradually update it afterwards.

Q. You mentioned being concerned about it raising combat hurdles and becoming a standard. However, users actually want that standard. Since there is currently no clear standard, it's hard to know which dungeons we can enter with our current specs, which is why we are demanding indicators from the management.

A. We also understand what you're saying. Creating indicators to check those aspects is our long-term goal.

Q. We were curious about various things like damage and healing amounts, so the introduction of the Combat Analyzer was decided through a user vote. However, the user vote wasn't about Practice Mode, it was about whether to introduce it at all. If it turns out like this, is there any meaning to the vote? Since there were more votes in favor, people would have thought it would be released in normal mode, not practice mode. If it's only released in Practice Mode, Bri Leith phases 1-2 have a 20-minute time limit, and phase 3 has a 30-minute time limit. I'm curious if we have to dedicate that time to run Practice Mode just to do combat analysis.

A. We apologize for causing confusion with the survey. We thought a lot while trying to receive and reflect as many Milletians' opinions as possible. We think the Combat Analyzer system carries a lot of risks in the current Mabinogi. We also reflected the opposing opinions. In the case of Practice Mode, it won't consume as much time as actually playing Bri Leith. For example, testing only specific gimmicks.

Q. There are people entering Bri Leith who demand the Combat Analyzer, and experienced players who demand it too. Currently, Bri Leith is mostly played with a Harmonic Saint. Even on the highly populated Lute server, many parties struggle to find a Harmonic Saint. But to play Practice Mode, we'd have to play with a Harmonic Saint. To check my spec upgrade, I'd have to recruit a Harmonic Saint to go into Practice Mode. In this case, is Practice Mode truly effective? I know many users want combat analysis in actual dungeons, not Practice Mode, because of this issue. What are your thoughts?

A. While preparing Practice Mode, we are considering that Harmonic Saint support is necessary for it to be similar to actual combat. We are preparing a feature where you can select and receive buffs, rather than a Harmonic Saint actually casting music buffs. We are not considering things like Sanctuary of Life. We are currently debating whether having Sanctuary of Life permanently applied can be represented as a meaningful indicator. We are preparing to make music buffs applicable in Practice Mode.

Q. I think the reason Harmonic Saints are needed right now is for the debuffs using Pall of Sound and the Sanctuary. Even now, there are people who do 1-player clears using dealer buffs. I don't think they wanted the Battlefield Overture buff; they wanted gameplay similar to the actual experience. I think the previous answer means it won't be an environment similar to reality. Would you reconsider this?

A. Providing music buffs in Practice Mode is to lower the hurdle of having to practice with a Harmonic Saint. If combat similar to actual scenarios requires maintaining Sanctuary or debuffs for Pall of Sound, we will check if those aspects can also be made possible during Practice Mode development. We'll have to answer after checking.

We have thought a lot about introducing the Combat Analyzer into actual combat, but for the future as well, rather than introducing the Combat Analyzer to actual combat, we will prepare dungeons where you can naturally feel it. Currently, the rising hurdle for combat content is a concern for Mabinogi going forward.

Q. You mentioned providing a way to check this in future dungeons, but do you have plans to apply it to previous dungeons like Bri Leith, Glenn Bearna, etc.?

A. The ultimate goal is to create growth indicators. I think it needs to be an integrated indicator. Through these indicators, we believe we should guide players on which dungeons they can enter. We will prepare in this direction and, in the process, we will be able to reflect the opinions given by Milletians.

Q. I remember you mentioning in the last broadcast that you would make it easier to calculate damage formulas or reforge efficiency on the test server. Without a Combat Analyzer, the current target dummy testing is primitive. Depending on the balance, users repeatedly check until max damage appears to see if their damage increased. The target dummy's combat analysis only shows average damage and not max damage. If Practice Mode comes out like this, the users' desire to feel their growth will not be resolved.

A. On the test server, reforges etc. can only be checked on the test server. Are you saying that there seems to be an absence of an environment where you can freely test things on the live server?

Q. Currently, target dummies only show average damage, but to feel the sense of growth, we need a method where max damage is displayed, or calculated only at max balance (always hitting max damage).

A. We will ensure this is fully reflected during the Combat Analyzer implementation process.

We are currently preparing it so that while average damage is shown in the Combat Analyzer, max damage can also be seen. You'll be able to easily check this part when it is updated in June.

Q. If users who play in parties in Bri Leith do combat analysis in Practice Mode, I think they would have to gather party members all the same, drink a Physical Attack Power Potion, use a Horn of Great Blessing, and then analyze it. You said the Combat Analyzer doesn't fit Mabinogi, but what do the users think? Is it possible to vote on whether it's right to apply it to Practice Mode?

A. Since you have given us this opinion again, we will go back and review it. It is difficult to give a definite answer right here.


The roles of the Combat Analyzer are:
1. How much damage was actually dealt?
2. How can combat be performed more efficiently?
3. Checking if the number of people can be reduced for that dungeon, or if one did their part?
We have several goals like these.
However, the management's answers only state:
a. Dungeon entry guides or a sense of growth will be felt through other means
b. It raises the hurdle for combat content
as reasons not to introduce the Combat Analyzer.
If there is absolutely no need for an indicator of how much damage was dealt, and it only creates hurdles,
I wonder if you haven't considered that using a formula like "(Skill Cooldown + Post-cast Delay) * Skill Damage" could create a Combat Power rating, or if making a Combat Power system based on simple skill damage is too difficult to formulate due to balance issues where damage varies too much by Arcana, or playstyles like consuming Bash stacks to use Line Break.

Also, a way to fundamentally block external combat analyzers is to not expose other users' damage on the screen and simply not send the packet showing that damage to the client, so there is no way to know because the server isn't receiving the data. If you want to toggle the Combat Analyzer on/off in normal mode or fundamentally block external combat analyzers, I think not exposing other users' damage at all is also a method.


Combat Common > Do you have plans to improve Heavy Stander? (Melee Ping, Ranged Ping, Magic Ping overall)

#Inquiry on improvement status #Inquiry on long-term plans to remove/mitigate Ping (Auto-Defense)

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Q. I think Heavy Stander is one of the unpleasant elements experienced in the game right now. Do you have plans to remove or mitigate Heavy Stander itself?

A. The Crom Bas Abyss added to the test server this time does not have Heavy Stander. We are considering expanding and introducing this. If introduced to Bri Leith right away, Bri Leith could become easier. We plan to proceed without Ping in Golias, and then modify Bri Leith in the future as well.

Q. Not just Heavy Stander, but for things like dual-wield displayed max damage or Summon Nightmare relic effects, you often say they cannot be fixed because there are other underlying issues. To solve a problem, I think it is correct to modify the related additional effects or contents together. Is it the management's stance to just bury it and move on if it operates normally right now despite having issues, or do you aim to solve them fundamentally?

A. I believe you are asking this because we are considering applying it but are worried about Bri Leith's difficulty being lowered. Since Bri Leith is an endgame dungeon, lowering the difficulty might be good for some, but negative for others. We cannot easily choose to lower it. However, we will check how much the actual difficulty drops when Ping removal is applied to Bri Leith and then apply it to Bri Leith.

Q. We are not asking you to lower Bri Leith's difficulty; you can just rebalance it. I don't understand not fixing the problem simply for the sole reason that the difficulty drops and users' investment value disappears, without attempting to rebalance.

A. While patching balance, we have intentionally lowered difficulty before, and we have also raised monster specs. We proceeded when the difficulty actually changed significantly. We will consider if monsters need to be buffed upon removing Melee Ping before applying it.

You say removing Ping is lowering difficulty, but I think the difference in difficulty could be minimal if you fix all the related aspects.
For example, if 100 damage is dealt when there is no Ping, and 50 damage is dealt when Ping activates, you can adjust the skill damage to match the Ping activation rate.
As another example, since knuckle's Dash Punch, Somersault Kick, and Drop Kick are strong, if you give Piercing to Nightbringer Vagabond and you're wary of excessively raising damage by also using the Meteoroid enchant, I think you could adjust the damage multipliers while giving it Piercing, allowing for appropriate performance in both the NB tier and Soul tier. But instead, since that requires touching many things and creates a lot of work, I think the method Mabinogi chooses is simply giving Vagabond Piercing, or just removing Ping and allowing an indirect drop in difficulty.
In programming, there's a saying "don't touch code that works," and in a way, I wonder if it's being managed like this because it could create too much work.

Q. Blast Lancer is the only one experiencing Heavy Stander issues among damage skills. Rather than Arcana skill issues, most people feel unpleasantness about receiving hit stun due to Heavy Stander activating when using Dash Punch before Screw Upper. Are you also considering this unpleasantness as a drop in difficulty and avoiding patching it out of concern?

A. We weren't just thinking exclusively about Upper. For example, if we remove Ping, we also have to consider players freely using Elemental Knight's Line Break without worrying about Bash stacks, so we need to consider this comprehensively.


Combat Common > Please fix the Rage Impact issue.

#Inquiry on application timing for Arcana improvements like Knuckle, Lance, etc.

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Q. Regarding Rage Impact, it was somewhat resolved when you mentioned adding a skill like Melodic Puppeteer's Wire Web skill for melee Arcanas, but the April Mabinogi Connect Promise Fulfillment only says "during the first half of the year." From the users' perspective, it's almost June, so they are feeling anxious about when it will arrive. When will it be applied?

A. We will run the 1st phase on the test server this week. Blast Lancer's Rage Impact-related content will be included then. Not all Arcanas will be introduced this week, but other Arcanas will be reflected next week. Knuckle is next week. However, for live server application, all Arcanas will be reflected simultaneously.

Even if it arrives on the test server first, you can think of it not as an immediate live server update 2 weeks later, but rather being applied all at once after balance patches for the other Arcanas are finished.
The issues regarding Rage Impact are as follows:
1. Blast Lancer's attacks are also considered melee attacks and are affected by Rage Impact.
2. Rage Impact can only be used with melee talent weapons, so Blast Lancers must use an extra equipment slot to use Rage Impact.
3. When using an extra equipment slot, you cannot immediately switch back to your original weapon (Lance) due to the extra equipment slot swap cooldown.
4. Blast Lancer operates as an Arcana heavily influenced by Sacred Guard or Elemental Knight.
5. Additionally, Blast Lancer uses Lance Charge-related Echostones, so they cannot secure Rage Impact-related options with a Red Echostone.
6. When these complaints existed, it was stated in the January 20, 2025 Live that Rage Impact doesn't need improvement because it is included in the damage rotation.
7. In response, talk emerged in the community that Puppetry, which receives melee hit priority, also has a damage cycle of using Act 6: Crisis followed by Rage Impact.
8. After that, Melodic Puppeteer, which hits from afar but is considered melee, received a skill called Wire Web on the test server that can replace Rage Impact.
9. Based on the current live server, Blast Lancer, Fury Fighter, and the yet-to-be-released Chain talent are the only ones that receive melee priority but cannot use Rage Impact with their own weapons.
10. The current situation is that there are complaints about Blast Lancer and Fury Fighter having huge damage differences depending on their party members' Arcanas.

Q. Not just Rage Impact, but improvements for other Arcanas are also scheduled for the first half of the year. If they cannot be improved due to realistic issues, we would like you to inform us through a notice or the Promise Fulfillment page about what issues prevented the improvement.

A. We will do so.


Dungeon Rewards/Structure > An overall dungeon reward structure revamp is needed, such as introducing a pity system (ceiling) or coin systems.

#Inquiry on intent to introduce rewards like step-by-step growth support items, untradable items, and highly usable scrolls

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Q. I think many users agree on the necessity of rare chase items that drop at low rates from dungeon rewards, and that these items shouldn't have a pity system. However, if the rewards consist strictly of rare chase items, it leads to a sense of emptiness when clearing a dungeon yields no reward. I hope you would consider a step-by-step growth approach, similar to the past Alban Knights Emblems, Murias's Holy Water, or Crom Bas Abyss's Dark Erg.

A. In the summer update, we will revamp the reward system that relies on probability. While they will still appear in reward chests, there will be a mechanism where you can receive guaranteed rewards by consistently playing dungeons. This won't apply to every rare chase item, but we are heading in a direction where items needed for the growth process will appear guaranteed.

Q. Do you have any plans to create continuous sources outside of events for items like the Enchant Stat Boost Scroll obtainable from the Shining Bead Dungeon, or the Enchant Great Success Scroll and Enchant Protection Scroll that were obtainable from events? Newbies getting a Master grade Nightbringer feels like a hopeless endeavor; is there a direction for improvement?

A. We are preparing to introduce the scroll items that drop from the Shining Bead Dungeon into the reward pool for Crom Bas Abyss this time. Since creating an environment where growth can be done smoothly is the goal for the summer update, we will prepare these things for the summer update. Regarding Nightbringer, we think we can create more phased steps than currently exist, and we will announce it when it's ready.


Dungeon Rewards/Structure > Because all rewards are probability-based, fatigue is high and growth potential is opaque.

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Q. Not just rare chase items, but all rewards are based on probability. All dungeons like Bri Leith, Glenn Bearna, and Crom Bas are the same. I think of them as random boxes that cost a pass instead of money. Do you have plans to mitigate this opaque growth trajectory?

A. Because items required for growth drop based on probability, we believe there is a lack of visible clarity on how much you have to play to grow. We are preparing to make this something you can set as a goal in the summer update. We can't speak in detail here, but we are preparing to a certain extent.


Dungeon Rewards/Structure > Please disclose dungeon reward probabilities.

#Rabbie Phantasm Dungeon Alluring in the Dream, Bri Leith Entrance Extra Miniature, etc.

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Q. I am aware there was a reward issue related to the Succubus Queen at the Customer Center a while ago. In the case of the Bri Leith Entrance Extra Miniature that appears in Bri Leith's Crevice of Faith, we might just not have seen it, but despite it being a long time since release, we haven't confirmed any records of it being obtained or traded. I think things like this also affect trust; are you willing to disclose the probabilities?

A. We apologize for the incorrect answer regarding Rabbie Phantasm's Alluring in the Dream. The Bri Leith Entrance Extra Miniature has a lower number of clears compared to other dungeons like Glenn Bearna. It is set to a similar appearance probability as the Incomplete Illusionary Crown Halo or Barrier Miniature. It is currently designated as a high-tier reward, and it hasn't appeared due to a lack of play count. We double-checked this internally. To provide sufficient trust regarding dungeon rewards, we think we should deliver this through an API. We will provide it via API in the second half of the year.


Dungeon Rewards/Structure > Please introduce character info disclosure and party member equipment disclosure.

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Q. Regarding party member equipment disclosure, some people are reluctant to show their gear, while others don't mind. However, from the perspective of someone recruiting a party, they want to play with users similar to themselves. Many users are experiencing inconvenience regarding this. Currently, with equipment disclosure, you can only check the items the user is currently wearing, making it impossible to check debuff items, Stardust, underlying stats (passives/titles), etc. How about expanding the direction of character info disclosure like this?

A. We also thought a lot about this part. We believe it could raise the hurdle for combat content. We judged that any additional options beyond the already existing equipment disclosure option would be forced disclosure. From the perspective of those opposing gear disclosure, we know there are reluctant users. We feel that a consensus has not been reached. We judge it as a change that is difficult to reflect just yet.

Q. There are things like Gear Check Parties (Open Gear Parties) for every party, where checking additional specs is a mutually agreed-upon state.

A. We also debated that part internally. We believe that adding the option itself ultimately raises the hurdle.

Q. I agree that the Combat Analyzer raises entry hurdles because control can differ even with the same gear. However, raising hurdles regarding gear means that users who are not geared are entering dungeons, and I think users who are sufficiently geared won't find it to be a hurdle. I would like you to consider that there are users who suffer damage from this aspect as well.

A. We are aware of the difficulties you mentioned. Since there are users who oppose providing additional options, their opinions were reflected as well.

Q. I think there are users who are sensitive about equipment disclosure. Could you additionally revamp things by creating a party system where only users with public gear can join, or a system where you can toggle your underlying stats (passives) on/off?

A. We pondered this, expanding up to applying options. If it is a direction that many Milletians can agree with, we will consider it once again. We will discuss it again considering multi-tiered options and options to decline them.

Q. In the past, Mabinogi didn't have strict hurdles for combat users, but as numerous underlying stats (passives) were added, users without those stats joined parties, which I think led to the creation of Gear Check Parties. Gear disclosure is a personal freedom, but suffering damage because of a user who hides their gear is not what that affected user wants. I hope that when disclosure is an option, it can be disclosed thoroughly.

A. We empathize with the point you made, and we will review that content as well.

Since Gear Check on/off parties already exist, I personally think it would be nice to have party-level disclosure.
From the perspective of those reluctant to show their gear, there are stories of unwanted gear critiques or people picking fights in towns.
If additional options for gear disclosure are provided, considering the earlier talk about enabling players to check growth indicators, I think it would be nice to introduce an Attack Power or Combat Power system and display that metric as well.
Simply asking, "What is an Alchemic Stinger's 2500 Max Damage equivalent to in dual-wield Elemental Knight Max Damage?" leaves us not knowing the answer, and even if someone asks, "Roughly what Max Damage do you get as a Soul Piercer Alchemic Stinger?", we don't really know.


Growth Structure/Equipment > Please resolve the issue of phased growth being impossible and the growth difficulties of mid-tier users.

#Lack of guide content #Inquiry on plans to revamp unpleasant growth elements such as Alban Knights Emblem & Commander's Emblem crafting methods, weekly Bri acquisition limits, etc.

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Q. Mabinogi's reward system relies on an all-or-nothing approach, which some users find difficult. Even if we ignore this since it was mentioned it would be updated in the summer, there is almost no guidance on the underlying stats (passives/base stats) required for hunting. For the Alban Knights, it's a repetitive 50% chance, but currently there are no Alban Knights parties, so people either pay checks to proceed or run it endlessly alone. Also, no information is provided regarding Homestead miniatures. They have been merged or mitigated a few times, but I think these various underlying stat contents are a stumbling block in the growth process due to the lack of guides. Are you considering user growth guides/mitigation through Blaanid's quests or guide quests, and further mitigation of past underlying stat content?

A. Guides for underlying stat content are very important. It requires organizing a wide range of elements, so we are proceeding in stages. We will make it so Alban Knights Emblems and Commander's Emblems are not destroyed upon failure. We will continue to mitigate underlying stats this summer and in the future.

Something we felt while making improvements several times is that Blaanid guides a lot of content initially. We confirmed that users drop out during Blaanid quests because the amount of information delivered is too high. We removed some Blaanid information or excluded parts requiring direct experience. In such cases, we naturally placed them later or separately curated them as essential quests or growth guides. Providing certain things at certain points in the growth trajectory is a very broad task; we keep trying and will do it quickly. Leading up to the summer, we are taking measures to fulfill what we have promised so far. It is difficult to reflect all of these details in a short period, but we will do our best.

Q. After New Rise, there are few things for growing users to play. Sometimes growth is completely blocked. They need to build underlying stats, but there are no available dungeon runs and the difficulty is too low, so they gradually lose growth momentum. What do you think about improving the growth structure by providing dungeons where mid-tier users can learn or enjoy, and making the underlying stat process structured like a battle pass?

A. We think this is what needs to be improved the fastest in the current Mabinogi. You will be able to see it in the summer.

Q. For combat, the difficulty was significantly lowered with the Shining Bead Dungeon and the Succession system. For life skills, farming locations, etc., have not yet been mitigated. If life skills are similar to combat, what about providing life skill tools through Blaanid, etc.?

A. We empathize with this. To primarily supplement this part, we took measures such as transferring some Reforge effects to character growth during the life skill revamp. However, it will be difficult to reflect this summer; if fast, it might be reflected in the winter.

As directors changed in Mabinogi, things weren't cleaned up, and underlying stats were just added as if they were the directors' achievements. With recent directors coming in, there have been some mitigations, but I wonder what you think about completely deleting certain underlying stats.
For example, deleting the stats gained from the Transformation Diary or attending school classes and providing them as base stats instead, or reducing the amount of Bri needed to rank up Techniques considering the weekly acquisition limit.
In online games, content over 5 years old is considered very old content, and this summer Crom Bas turns 5 years old. I think it's necessary to reduce the amount of guidance required by deleting or drastically mitigating the underlying stats done in dungeons below that level.
For things like Alban Totems, is it really necessary to only obtain those totems from Alban? Couldn't you make dungeon-specific totems and turn them into growth-type totems that increase based on difficulty, like a max of 25, 30, or 35?


Growth Structure/Equipment > Untradable Equipment / Succession System improvements are needed.

#Request to enhance in-game Succession info display #Inquiry on Succession system revamp plans

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Q. When the Succession system first came out, we brought up the armor material issue. We thought it was a Reforge table issue, but there are cases where succession works despite race restrictions, and Briel's Outfit is clothing but cannot be succeeded because it's an Enhanced Commerce Outfit. These issues occur because there are no guides or help explaining actual feasibility. Currently, the help text says, "Succession is impossible if there are options that do not appear on the equipment receiving the succession." Following this help text, even if the tables are different, if it's an option that *can* appear, it should be allowed to succeed, or the help text should be clarified. Succession incurs a very large sunk cost, so we'd like clear information to be provided.

A. Commerce outfits actually have different tables. In the case of Sora Boots, the material is the same, but one is Elf-exclusive, while the receiving item is common equipment. In this case, it works because the equipment to receive it encompasses the Elf-exclusive equipment. This part needs help text enhancement, but we believe what many users want is an environment where succession can be done smoothly. We are considering allowing succession despite material differences and are checking it internally. There might be an opportunity to explain this in detail later.

By encompassing, it means that all options appearing on Sora Boots can appear on common Heavy Armor, so we mitigated it. We plan to mitigate it one step further here.


Growth Structure/Equipment > Please resolve the gap between Nightbringer and Soul weapons. (Knuckle, Handle Piercing gaps, etc.)

#Inquiry on Soul weapon option design intentions and improvement plans

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Q. Previously, you stated the planned gap between Soul and NB weapons was about 15%. Unlike these figures, there are options on Soul weapons that don't make sense. For example, the Soul Liberator Wand has a "+1m Bolt Magic Range" option, but Lunge range doesn't increase. There is an issue where the character awkwardly walks forward when using Lunge while using Fusion Bolt. From a user's perspective, the actual combat practicality of the option itself is more important than a simple numerical difference. What are the standards for designing options? Do you have plans to improve options that have low usability or cause gameplay inconvenience?

A. When creating Soul weapon options, we considered: 1. Is the equipment gap with lower-tier weapons sufficient? 2. Are combat mechanisms triggered by equipment effects (e.g., Knuckles) maintained with Soul weapons? For the Soul Wand, we agree it causes inconvenience that only Bolt Magic range increases by 1m. We will modify it so the range increases for Lunge as well. Not just the Wand, but if other options also provide negative experiences, we will improve them.

Q. Please check and improve other weapons as well, not just the Soul Wand.

A. Yes.

Q. What is your stance on the value of new equipment? In April, you said the gap between Soul and NB was 15% based on DPS, but in the past, there was a time when using Perseus weapons was more beneficial than NB weapons, leading to several NB weapon buffs. When updating from Nightbringer to Soul Liberator, it was a huge update. How do you plan to handle new equipment updates in the future? After New Rise, Bonus Damage was introduced, but while Vagabond has a Pounding option, Soul Knuckles lack it, which can lead to performance drops. Will you adjust it further to fit the characteristics of the relevant Arcana in the future?

A. We debated a lot internally about the difference between Perseus and Nightbringer weapons. In terms of DPS efficiency, some had huge gaps while others were marginal. We judged that having no weapon gap makes it hard to provide a sense of growth and could cause a reversal in performance, so we believe the current system is appropriate. Equipment appearing subsequently will maintain the gap between Nightbringer and Soul weapons. The next weapons will be the same.

Q. Currently in Mabinogi, besides bonus damage and effects, Soul weapons feature Step 8 Special Upgrades. This is technically a merit of upper-tier weapons, but it also means having to do additional upgrades when moving to higher-tier weapons. We are not asking you to ease Step 8 Upgrade Stones right now. But is it right to consume additional currency for these upgrade elements when moving to higher-tier weapons in the future?

A. I feel this is a very difficult question. Adding extra upgrade effects creates a cost burden. If performance differences arise accordingly, I think that also becomes a desire for growth. However, I do think this can be mitigated. For example, when the maximum upgrade level increases, rather than upgrading from scratch, if you've upgraded past a certain point, we could consider a direction where the cost isn't starting from zero while raising the ceiling. Currently, we are not considering the next upper-tier weapons, so we cannot give a definite answer, but we will consider it when the next weapons are introduced.

Q. To reiterate, we are not asking to ease Step 8. We are pointing out that despite consuming currency, the sense of growth converging to 0 due to RNG provides an unpleasant experience, leading to situations where it fails to feel like a merit for an upper-tier weapon.


Growth Structure/Equipment > Please disclose the damage calculation formulas.

#Request to provide info on actual applied effects in skill tooltips

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Q. During the April conference, you said it was difficult to disclose the damage calculation formula, but promised to make it intuitive through "increase/amplification" notations. Mabinogi's current damage calculation isn't structured in a way that can be understood just by changing notations. Reforges, Echostones, Set Effects, and Link Effects apply as additive, multiplicative, or sometimes additive within a multiplicative bracket to the final damage. If hovering over a skill showed the currently applied multiplier, users would understand their state much better.

A. We think it is a very good idea, and we will reflect it in the second half of the year. The notation improvements planned for the second half are being carried out for this exact purpose: to provide convenience by numerically guiding how Reforges or Echostones apply to damage multipliers. If improvements to the Test Server are carried out together, it will become an environment where you can feel it even more.

Q. Besides damage formulas, there is a lot of undisclosed information in Mabinogi. The activation probability of Continuous Attack is not disclosed. Even for Ultimate Geas Devastation, an endgame item, the percentage is not shown. Movement Speed increases are currently disclosed, but in the past, it wasn't shown what percentage Ladeca Movement Speed Increase or Eweca Movement Speed Increase provided. How far will the information disclosure you mentioned go? If something is added in the future, will you definitely disclose it?

A. We plan to gradually expand disclosures. First, we plan to start with damage-related matters. We think Movement Speed, etc., should also be disclosed, and it would be great if it could be done all at once, but we've done a primary investigation on how much we can disclose and present right now, and we foresee difficulties. It's hard to show it all at once, but we will do our best to disclose it.

Q. I understand you will disclose damage-related and undisclosed info. Do you know which movement speed options stack among Wave Sweeper, Movement Speed Reforges, Movement Speed Potions, March Song, Shylock's Step, and Shadow Cloak?

A. We've checked internally and I've received reports, but it is difficult to say. If there were consistent internal standards, I could tell you, but there are no consistent standards. We will include these things when we explain.

Q. This was just an example and a test of trust, but there are no stacking effects. For users to know this, they can't use in-game sources or the official website; they have to rely on external sites, word of mouth, or illegally through client datamining. That's why information disclosure is necessary.

A. We will definitely remember and reflect what you said.


Bri Leith > Please improve unpleasant gimmicks and patterns.

#Excessive invincibility patterns of boss monsters, etc.

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Q. Including the unpleasantness of Heavy Stander, there are patterns among boss gimmicks where they become invincible. There are times when Summon Nightmare, which has a very long cooldown, misses. Despite using a skill with a very long cooldown, the boss monster casually becomes invincible through a regularly repeated pattern, completely negating it, which is unpleasant. Do you have plans to improve this?

A. We judge that the parts you mentioned are difficult or impossible to react to through controls. Brontannas also has an invincibility. It's not just disappearing from in-game probability; simply jumping makes it invincible. We will fix it so they don't become invincible during those patterns. Internally, we usually apply invincibility when they disappear from view and cannot be attacked. There are cases like Mir instantly becoming invincible the moment it starts its jumping motion, making it impossible to react. We will add a delay—where damage still applies during the jump preparation, and invincibility only triggers when it leaps and disappears—so players can pre-react.

Q. Every skill has a pre-cast delay. If the boss jumps during that pre-cast delay after using a skill, I think the same unpleasantness will occur.

A. We will also consider skills with long pre-cast delays.

Q. A question about AI outside of Bri Leith. Bringing the Crom Bas Glas Ghaibhleann to a specific location is used as a strategy, but looking at its AI, there are stupid AI moments like attacking thin air when nobody is there. Furthermore, Ambus in Glenn Bearna aggros the boss monster, and Fetach in Bri Leith aggros the Ancient Giant. Are these phenomena intended? Or are there plans to improve them?

A. There are no plans to improve the AI. We tried multiple times and invested time and resources, but confirmed there are limits. We plan to modify it in a direction that removes the AI and allows them to perform scripted gimmicks instead.

Q. Skipping the Phase 1 Fetach 85% and 35% patterns with invincibility skills is used as a common strategy. You didn't improve this; is it considered a normal strategy? If it's a normal strategy, I understand you blocked the pet-riding strategy. Do you view circumventing or skipping patterns using skills as normal play?

A. When updating Glenn Bearna previously, there were many bugs. We think this is one of the patterns Milletians figured out to strategize. We questioned if blocking everything is positive. We will block things if they are exploits or cause major system issues, but if it can be accepted as a playstyle, we maintain it as one play pattern rather than responding immediately. We view Fetach's 85% similarly. When thinking about whether many Milletians would like it if we fixed it right away, we didn't think so, which is why we are maintaining it.

In the 1st Bri Leith Test Server, we could ride pets to skip Phase 1's 85% and 35%, and we could place Campfires in Phase 2 to get Brontannas stuck, but those parts were fixed in the 2nd Test Server.

Q. Are you saying you will acknowledge things done through skill as strategies, rather than viewing them as user exploits in specific patterns?

A. That's correct.

Q. I think it would be good to establish a single consistent stance. It's a meaningless strategy now because Sacred Guard was patched, but... when linked to the Phase 3 Halo, if you ate a 5-star food you disappeared from the map and didn't die, but that was patched right away. I wish there was a consistent stance on these things.

A. Milletians are confused due to mistakes we made. Our top priority is to increase the level of completion so these ambiguous situations do not unfold in upcoming content like Crom Bas Abyss and Golias.


Bri Leith > Please fix inconveniences such as brightness issues in specific sections, lag, bugs, etc.

#Doubts on whether bugs are being received properly

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Q. The hashtag part at the bottom is the core issue. I've experienced many bugs related to Bri Leith. The weather bug that got fixed, Mir becoming invisible with only the Halo showing, targets being dropped, and recently Fetach standing still and becoming untargetable... There have been many bugs and we inquired about them, but I feel many haven't been meaningfully fixed. The bug where the Halo returns to Mir and then goes back to its original position during the Halo destruction pattern was supposedly fixed, but it still occurs intermittently. Finding specific bugs in massive code is hard, but it's been over a year since Bri Leith released, and our trust drops when bugs present since the early days remain unfixed. How about creating a dedicated bug report channel or announcing acknowledged bugs, like mentioned in April?

A. They are all bugs that must be fixed. They have all been forwarded to the dev team, and we are trying to fix them as quickly as possible. Tracking received bugs is difficult. To explain the situation where you might doubt if bugs reported to the Customer Center are being received: the Customer Center is actually the fastest channel to the dev team. Because the bugs you mentioned occur intermittently, they are hard to reproduce during the testing process, or even if reproduced, the root cause is far from the reproduction point, making bug fixes difficult. That's why it's hard to give quick feedback. We will work on the parts you mentioned as quickly as possible. Did you report the frame drop issue after Fatal Scope? We checked but couldn't find it. If you reported it directly, do you know the character name or title?

Q. I didn't report it directly, but after the Phase 3 30% and Phase 4 35% patterns end, when Mir flies and moves to the center, if you pre-aim, you can use Fatal Scope in the air. If you land Fatal Scope while it is in the air, a frame drop occurs.

A. If there are clear reproduction steps like you mentioned, we will try to fix it as quickly as possible.

The saying "the cause is far from the reproduction point" seems to refer to time, not XY coordinates in the game.
For example, if Mir actually has 10 Halos and sequentially shows 1, 2, 3, 4, 5, and when #3 is destroyed it shows 1, 2, 4, 6... Assuming Halo #3 isn't actually destroyed but instantly restores 100% HP and just hides when destroyed: if Continuous Attack procs when #3 is destroyed, it hides, restores 100% HP, and then takes damage from the Continuous Attack. The hidden Halo #3 is already in a damaged state. When Halo #3 is spawned later, if it explodes immediately, the moment Halo #3 explodes and the cause of the bug are temporally far apart.
The above is just an example, not an actual bug or situation.

Q. The brightness issue in specific sections might be slightly off-topic, but... aside from the weather bug, when using Meteor, it gets bright due to specific effects, and the screen flashes when rolling Reforging Tools. Many effects cause the screen to flash. I wish you would create effects with eye strain in mind. For Crevice of Faith, regardless of the number of entrants, even if you reduce the party size, frames drop as soon as you enter. Checking specific maps is also needed.

A. We will improve the screen flashing effects. We will announce it when a schedule is set. For Crevice of Faith, we presume it occurs because the map is different. Frame drops related to maps require modifying the region's resources rather than other bug fixes, so it will take time. We will let you know after checking if improvements are possible.



Other Questions > Dungeon Rewards/Structure > Are there any plans to adjust the weekly entry limits for each dungeon?

(Removing limits, reducing limits, etc.)

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Q. I remember you mentioning there would be an improvement plan for alt characters within the account around summer. What is the direction?

A. Providing additional opportunities for dungeon play. Sustained play while maintaining the value of the dungeon. We will make it possible to play with the character you want.

Q. For example, in the case of Glenn Bearna, if one character consumes all their weekly keys, can we take this to mean that another character can play Glenn Bearna?

A. It's difficult to say that. The weekly keys will be maintained even after the summer update and will be kept on an account basis. We will provide additional opportunities more frequently than the default.

Q. Strictly speaking, even now, after exhausting the main character's weekly limit, you can enter with gold from another account. I think the reason people don't do that is because the financial loss outweighs the gameplay benefits. Can we understand that this aspect has been adjusted reasonably?

A. Yes.


Other Questions > Dungeon Rewards/Structure > The polarization of dungeon difficulty is severe. Please create mid-tier dungeons.

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Q. What will be the underlying stance? You mentioned the summer update, but rather than blindly waiting, it would be nice to have even a brief explanation.

A. We believe adding new mid-tier dungeons can expand the growth trajectory, so we plan to revamp things in a direction where running the existing mid-tier dungeons becomes meaningful.

Q. The polarization of dungeon difficulty lies not only in rewards but also in the significant gap in difficulty and playstyle between Bri Leith and lower dungeons. There is nothing to learn from the prior content regarding the "hunting" content. To get used to combat content, I think Crom Bas Abyss is similar to Bri Leith, and players need to be able to get used to this kind of combat. Previous dungeons have a different combat style than Bri Leith or Crom Bas Abyss.

A. It's an important point and we consider it important. We've attempted to introduce these aspects gradually. Before New Rise, we thought entering Tech Duinn was also difficult, so we guided gimmicks in Chronicle Missions, etc. The combat gimmicks linked to Bri Leith are a different combat style from before. Currently, there is a lack of guidance for this style. However, reaching Glenn Bearna Very Hard takes a very long time, so guidance for this stage is necessary. We will establish a structure where if you run Crom Bas enough, you can comfortably run Glenn Bearna Normal. The hurdles felt when aiming for Bri Leith will be addressed next. We think Practice Mode will also help.

From the perspective of someone who entered sequentially with each update (Rabbie Phantasm Dungeon > Tech Duinn > Crom Bas 30 > Crom Bas 100 > Glenn Bearna Normal > Glenn Bearna Very Hard > Bri Leith), it actually progressed by expanding upon the play performed previously based on the difficulty at that time.
However, from the perspective of someone entering late, it takes far too long to accumulate play experience in the order of those dungeons, so there was a need for mitigation. But because this mitigation was done abruptly, I think the difficulty gap between lower and upper dungeons became even wider.
Looking at the current stance, it seems you are heading in a direction of sequential mitigation rather than sudden mitigation like before, allowing players to somewhat get used to gimmicks, and deleting specific gimmicks. But I hope the issue of dungeons becoming too disparate due to sudden mitigation like New Rise doesn't occur. Even with mitigation, difficulty should be created in a sequential, stepped manner. Currently, if you receive and equip a Perseus weapon during the Pre-Season, there is no difference between Uladh and Tech Duinn; they are just dungeons where enemies die when you hit them, and then suddenly the difficulty spikes at Crom Bas.


Other Questions > Dungeon Rewards/Structure > Please create dungeons that can be played solo.

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A. The combat content we are currently preparing is designed around cooperation and roles through party play. We are not currently considering solo play dungeons. Since we are preparing separate Easy and Normal difficulties, we will strengthen Easy difficulty so it can be played solo.


Other Questions > Dungeon Rewards/Structure > Are there plans to revamp lower dungeons that have become useless, dead existing dungeons, and field raids?

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Q. I ran all the dungeons to become a Royal Alchemist. There are dungeons with pretty and cool concepts; are there plans to remodel them? Are there plans to revamp the rewards or modify patterns into positive experiences for Apostle Raids or Field Raids, which only a select few people run?

A. There are a vast number of dungeons in Mabinogi, and while their meaning has diminished now, we agree that they provided rewards with significant value in the past. We think improvements are needed, but there are other things that need improvement currently, so while the desire is there, it's difficult to improve them immediately. There are no improvement plans right now. After making the promised improvements and when Mabinogi provides a joyful experience, we might be able to improve them. We are not preparing it currently.


Other Questions > Dungeon Rewards/Structure > I'm curious about the release direction for Crom Bas Very Hard and Golias.

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Q. In the past, there was feedback that the Harmonic Saint's music range indicator and Brontannas's skill indicator were similar, resulting in poor visibility. There's talk that this Crom Bas Very Hard also has poor visibility because the map is dark. In the case of Crom Bas Abyss, it was somewhat resolved with this Test Server patch, but the boss is small, so visibility is low. It seems this could also occur in Golias in the future; how are you planning to solve this? If increasing Phelom's size was effective, will you apply it to Bri Leith as well?

A. The Crom Bas Abyss update takes place tomorrow. Since it's not easy to update it right away tomorrow, we will check visibility through subsequent patches. For the Golias dungeon, it's being discussed internally during the development process. Unlike existing sizes, it will be a comfortable size for combat.


Other Questions > Dungeon Rewards/Structure > When will the cross-server dungeon matching system be introduced?

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A. First, we must apologize. It's being tested once on the test server, but it will take a considerable amount of time, so we will reschedule the implementation date. We have tried various situations internally, but difficult problems arose. We need to secure stability, and while it can be fixed, we judge it will take more time. Rather than conducting R&D on cross-server dungeon matching, we want to do our best to increase the level of completion of the content and systems that need improvement right now. We will improve it so you can obtain the same rewards as now in Crom Bas or Glenn Bearna matching, rather than cross-server matching.

Q. It's not that we don't understand the difficulties in that area, but we feel there are several things, like the race change ticket, that are infinitely delayed citing development difficulties. We hope cross-server dungeon matching doesn't become another indefinite promise.

A. We will do our best.


Other Questions > Dungeon Rewards/Structure > Please ease the difficulty of obtaining Erg materials and upgrading.

(Hasidim mission improvements, etc.)

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A. Even if Rabbie Phantasm Alluring in the Dream is added, the Hasidim mission is practically the sole and major source of supply. Even if the Hasidim mission is meaningfully revamped, we think having to re-learn the Hasidim mission would be hardcore. As mentioned in the last Connect, we will revamp Erg instead of revamping Hasidim.


Other Questions > Dungeon Rewards/Structure > Are there plans to revamp Reforge options?

(Deleting useless options, modifications, etc.)

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A. A revamp of the Reforge options and list is not planned. It's connected to equipment items and value changes, so we must consider it carefully. We are cautious about both introducing additional options and removing them. Instead, we will focus on guiding the effects of Reforges well.


Other Questions > Dungeon Rewards/Structure > Are there plans to revamp the Robe of Destruction?

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A. There are no current plans to improve the Robe of Destruction.


Other Questions > Dungeon Rewards/Structure > Please make Murias's Relic 100% repairable.

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A. We know the inconvenience of max durability decreasing due to repair failures. If we change it to 100% repair, items like the Platinum Hammer of Durability would become meaningless, so we cannot change it to 100% repair. We will prepare the summer update so you can increase durability through events or content rewards in the future.


Bri Leith > Please clearly explain the direction for Bri Leith's reward structure.

(Improving the structure where fewer people means more profit, introducing Bri Leith-style reward structures to existing dungeons, prevention measures against multi-clienting/paid carries due to gold rewards, etc.)

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Q. In the previous conference, the topic of shared rewards vs. personal rewards came up, and I think the management's conclusion on that is Crom Bas Abyss. In Bri Leith, there's a phenomenon where Bri Leith's Waterfall, which was a major reward, is piling up as party sizes decrease and 1-player or 2-player clears emerge. Sometimes we can't make Elixirs of Reality due to the weekly limit, but sometimes we don't make them because the value of Murias's Holy Water has dropped so low. Are there any additional improvement directions or usage directions?

A. I'm pondering this since I just heard the question. I think users who are already holding onto this many have mostly finished their Holy Water crafting. For those who have somewhat finished their Murias's Holy Water crafting, I think it will gain value if it functions as a feature to increase the stats of existing Holy Waters using the Waterfalls. However, we need to verify how much quantity would be appropriate to demand and whether it has a meaningful effect. If it's meaningful, we will try to reflect it.

Q. I understand that the management views the Crom Bas Abyss reward method as a positive reward method. Are there plans to apply it to lower dungeons as well?

A. The reason we introduced the Crom Bas Abyss rewards is that, like Bri Leith Abyss, a structure was occurring where even after clearing a dungeon, you couldn't get items if you lacked dice luck. It's for the purpose of allowing players to obtain at least a minimum reward. We plan to apply it to Golias and later Bri Leith in the future. If we expand it to lower dungeons (pre-Glenn Bearna), if growth is needed, personal rewards would be adjusted by party ratio, which could reduce the perceived sense of growth. For lower dungeons, we will apply the same interpersonal rewards as before.


Bri Leith > Please lower the entry barrier. Please remove the time limit.

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A. I think there are various elements that cause people to feel an entry barrier. I think the biggest one is whether it's a dungeon actually worth challenging. Since Bri Leith is top-tier content, rather than lowering it to make it challengable, we think providing a growth stepping stone so that those playing Glenn Bearna find Bri Leith worth challenging is a slightly better method. We plan to update these growth-related aspects in the summer. Regarding the time limit, as mentioned in the last live broadcast, some people use it not just for difficulty but as a goal, so we judge that it needs to be maintained.


Bri Leith > A practice mode for specific patterns is needed.

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Q. Do you plan to introduce a feature to practice specific patterns, like having to clear phases 1 and 2 to practice phase 3, or the phase 4 50% pattern?

A. We will prepare it.


Shining Bead Dungeon > Please improve the Red Box reward probability.

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A. For the Shining Bead Dungeon, as mentioned in the last live broadcast, we don't think it should become the sole growth route. If the probability becomes higher than it is now, the reason to play dungeons other than the Shining Bead Dungeon could disappear, so we do not plan to proceed with it. Items like the Special Earen Outfit (S'earen) need improvement so they can be obtained during the growth process, so we aim to add supply sources in the summer.

Q. I think the Shining Bead Dungeon was introduced to lower the reliance on Reforges and for the growth of lower-tier users. Even if it's not a Red Box, from the perspective of choosing a weapon or Reforge, it's hard to check, and the lack of guaranteed farming progress is the problem. Even when trying to get Death Marker 20 gloves instead of a Red Box, someone might get it easily while others can't. And even if you get a Master Nightbringer, there's a problem where the Bonus Damage is a min roll, so you have to get it again. Other games sometimes have smart drops, but Mabinogi has no guarantees.

A. We think the lack of guarantees in farming needs to be fixed, so we will address this content in the summer. We expect that figuring out which Reforge options are valid takes a lot of time currently, so we will prioritize notation improvements. However, we agree it's necessary. We will review and reflect this together at a time when many Milletians need to be equipped with what's necessary for growth.


Shining Bead Dungeon > Are there compensation plans for those who previously obtained Red Boxes?

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A. We updated the Shining Bead items so they are acquired as a selection box. We are preparing an update to retroactively apply this and distribute selection boxes to those who previously obtained them as random boxes. We plan to distribute them during the first half of the year.


Shining Bead Dungeon > Please introduce pity (ceiling), points, or cumulative reward systems.

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A. Since this was already answered, we will pass.


Nyle > Please allow us to use multiple at once like Shining Beads.


Nyle > Once I use them all, there's nothing to do. Please increase the supply of Nyle or rather roll it back.

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A. Answering the 2 questions together. The Nyle system is an issue the dev team considers most important. We answered in the last live broadcast that it will be fixed. We think the growth experience using Nyle is the problem. We will revamp content like homework dungeons where the play time is too short in the summer.


Gold/Economy > Gold acquisition is too difficult because supply sources have decreased while sinks have only increased. Is there a solution? Please prepare gold supply plans for new and mid-tier users.

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A. This was also answered in the last live. The gold supply volume has stabilized compared to early last year and early this year. However, this stabilization came from additional gold being supplied in upper dungeons, not from new or returning users acquiring it smoothly. We judge that currency necessary for growth is needed during the growth process. We decided to improve it gradually, and we will showcase it in July.


Gold/Economy > How will you take responsibility for item market price fluctuations caused by mentions during the live broadcast?

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A. This is a part we worried about when we decided to do live broadcasts. We thought there would be repercussions, but we judged that communicating with Milletians was important. We will be as careful as possible, but we hope you understand that guidance through live broadcasts is necessary for honest communication.


Q. I think what users want is a communicating management team rather than just answers to questions. I hope you give good answers for the remaining 2 parts as well.

A. Thank you for providing this opportunity, and we will make the remaining time meaningful.


Fashion/Gacha(Kits)/BM

Fashion/Dyeing > Outfit designs are limited and uniform. Please release diverse outfits.

#Inquiry on design planning stance #Inquiry on quality improvement plans #Instances where the same appearance change ticket had different mileage prices in recent kits, instances where reissue outfit probabilities differed by gender, etc.

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Q. Among recent new outfits, there were cases where existing outfit designs were used exactly as is. As a prime example, it was confirmed that there was almost no difference between the 7777 Coffeeba Barista Outfit (F) and the New Semester School Uniform Outfit (F). When it's called a new outfit, people expect new designs and completeness, so if this approach is reflected, trust and motivation decrease when they are released in fashion kits or events. Is there a reason why existing models have to be recycled in these cases? Or is there a standard?

A. We don't have a special standard. We do our best with the resources we have at that time. We really wanted to give you the 7777 outfit, but at that time, the only outfit we could provide was by recycling an existing outfit. This is an area that needs improvement, and even if we recycle existing outfits, we will try to make them appealing.

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If you tie an apron over the New Semester School Uniform Outfit (F), it becomes the 7777 Coffeeba Barista Outfit (F).

Q. There are opinions that the designs for male character outfits are inferior and repetitive. In reissue kits, there are many cases where male outfits have a higher probability than female ones. This does not align with the direction of resolving the male/female outfit probability gap mentioned during the 2021 conference. In a way, aren't you treating male outfits as "duds" (blanks)? Why did the probability gap based on gender occur again? Is it possible to provide them as gender-selectable boxes rather than pulling male and female outfits separately?

A. New outfits have the same probability for men and women, but reissues can be different. Rather than a difference because it's male and female outfits, we determine the probability based on the current market value difference. We haven't deeply considered the male/female selectable box, so we are cautious about answering. If provided this way, among new outfits, the highly valued ones are often female outfits. Because of this, it affects the value and continues to affect the value until it is reissued. If given as a selection box, the supply of female outfits will increase, causing a massive impact on the economy. It's hard to give a quick answer in this current situation.

Male characters might be fewer in number than female characters, but isn't this phenomenon occurring more because male outfits have inferior designs compared to female outfits?
Male pants are recycled every time, or there are sudden V-necks; honestly, evaluations of new male outfits are often bad. A decent outfit for male characters comes out once every 1~2 years, and as someone who only plays male characters, I buy clothes once every 1~2 years. Why? Pretty clothes don't come out, so there's no need to open kits, and I don't buy them. Shouldn't you pay more attention to male fashion?
Also, if you provide a selection box for new items, it's a newly released item anyway, so its value is newly established; would it really affect the economy? That's what I think. Assuming the quality of male clothes is bad like it is now, wouldn't the number of male clothes in the market decrease proportionately, potentially bringing the market prices of male and female clothes closer together?

Q. There are cases where items released on overseas servers are omitted when released domestically; is this intentional or human error?

A. This occurs because the way products are structured overseas and domestically is different. Until recently, there were cases overseas where kit items affected stats. Due to that issue, there were cases where we couldn't bring them over, or they were omitted during the rearrangement process. Currently, we try to structure products identically. There are cases with exceptions due to specific issues.

I recall that some kit outfits were sold as the A series in Korea but released as the B series overseas. My memory might be wrong, but I'm curious if there is a reason for changing names like this.


Fashion/Dyeing > I'm curious about the design intent of Mystic Atelier. Are there plans to revamp it? (Removing fashion grades, adding a pity system, etc.)

#Inquiry on BM establishment stance #Inquiry on plans to add supply sources for old outfits #Issue with being unable to apply motion sequences to event outfits

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Q. Mystic Atelier is confirmed to be a system where you can use existing outfits to acquire higher-grade or Prestige Outfits. Improvements were made since the initial release of Mystic Atelier. As there are users enjoying it, I don't want to deny the system itself. However, there are concerns among users that Mystic Atelier might be a double gacha or complete gacha. There are talks about whether this is an attempt at a BM structure to see how it can be pushed further. My first question is: what was the initial design intent of Mystic Atelier? Second, are you planning a BM with a structure similar to Mystic Atelier in the future? Third, there is a burden due to Mystic Atelier's probability structure; are there any noticeable mitigation policies, such as accumulated failure probability correction or easing the material burden? Lastly, is it possible to implement a separate grade so that motion sequences can be applied to event outfits?

A. It is part BM, but it was designed by linking something to utilize the lack of sinks for the various outfits existing in Mabinogi. There were shortcomings when designing this process. Far more outfits were consumed than expected, and since modifying it after the season started could harm users who had already obtained them, we modified it after the season changed. We apologize for the flawed design. Regarding the question about expanding the synthesis method further: we are not preparing any BM with that method. As for mitigating the current Mystic Atelier grade structure, we mentioned we won't add a Prestige grade this summer, so we plan to maintain it for now. If there are additional changes, we will announce them, but there are no plans for improvement currently. If we add event outfits as Standard, they could be used as materials, so we will assign them a Classic grade first and improve it so they can be synthesized.

Q. As a final question, from a user's perspective, it's an appearance grade, so it doesn't resonate from the perspective of someone who enjoys combat. In other games, stats are sometimes added to cosmetic items. Are you designing Prestige Outfits so that they will not have stats attached?

A. As long as I am the director, stats will never be attached to fashion items.


Fashion/Dyeing > Please improve the dyeing system. (Dyeing multiple parts simultaneously, shortening dye time, etc.)

#Inquiry on plans to introduce an auto-repeat function #Inquiry on plans to expand supply sources for Fixed Color Dye Ampoules

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Q. Mabinogi's current dye system can be seen as its identity. Users of other games find it interesting too. The inquiries we received include opinions on making the dye system more convenient. If you have Dye Ampoules, is it possible to have it automatically re-select and repeat immediately even if it fails?

A. We are continuously revamping dye-related systems. It won't be exactly the same, but we plan to update it gradually. However, this summer and the second half of the year have important updates like the growth revamp and notation improvements, so we can't do it right away. We plan to try it with winter as the goal. If the schedule is readjusted, we will announce it on a separate occasion. Repeating upon failure is also something we will try when improving the dye system.

Q. Currently, to dye specific colors, it is limited to Doki Doki Island or the DIY Advanced Dyeing Kit. Could you expand this so we can purchase them in the Item Shop or do events for them?

A. This is something we discussed immensely. We concluded it is difficult. If there is a smooth supply through BM products like the DIY Advanced Dyeing Kit, we are wary that the uniqueness of colors Mabinogi has held until now could be diluted. Rewards that allow setting RGB directly will maintain their uniqueness.

There might be uniqueness, but I'm not sure if it can be considered highly valuable. That value comes from user demand, but realistically, I think it's something Nexon created for BM.
1. In the past VIP system, they gave items or fixed color dyes of colors that couldn't be caught or rarely appeared with regular Dye Ampoules.
2. During paid rebirths, they raised the value of paid rebirths by randomly giving Rebirth Fixed Dyes.
3. Among items appearing in kits, they made colors that don't appear in regular Dye Ampoules appear as specific colors.
Because of this, the value of specific dye ampoules increased, and in the past, those dye ampoules and items dyed in those colors became slightly more expensive and held value.

Currently, specific fixed dyes might be priced high and hold value, but clothes dyed in those colors aren't traded as expensively as they used to be.
In other words, there is value in dye ampoules that don't easily appear, but there is no value in clothes dyed in those colors.

I think the current value of Fixed Color Dye Ampoules is a value meant to maintain BM and events.


Fashion/Dyeing > Recently, fashion and community play seem to have shrunk, and the atmosphere has become strongly combat and spec-focused. Do you have mitigation or support plans regarding this?

#Inquiry on plans to hold an Outfit Design Contest

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Q. I know outfit design contests were held in Mabinogi in the past, and I also participated. At some point, they stopped holding contests, making it feel like the lineage was cut off. Is there a reason why they couldn't be done? Or is it because of the cost of inspecting for design theft or AI-generated results? Or was it given up to focus on development?

A. We believe there is a need for outfit contests. Currently, there are limitations with the engine. People can submit cooler outfits than in the past, but they are difficult to implement in the game. The complex reasons you mentioned are also a factor.



Gacha/BM > We request the release/sale/reissue of specific products.

(Sale of All Wing Kits, reissue of Saint's Guardian, Weapon Appearance Extraction Scrolls, Transparent Robes, Chat/Name DIY Potions, Get It Beauty sale cycle improvements, etc.)

#Inquiry on product sale cycle policies #Inquiry on awareness of hoarding/scalping issues

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Q. In recent years, the timing for some kits has become standardized. For example, Beauty Kits in the summer, Tail & Ear Kits in the fall, and Wing Kits in the winter. Last year, the Wing Kit schedule was unusually delayed. Will you maintain these standardized kits moving forward? Because the release timing is predictable, it is accompanied by hoarding/scalping issues. Are you aware of this?

A. The criterion for determining the sales cycle is, "Do we have enough time to prepare the product attractively?" While seasonal factors are considered like holiday products, for highly loved items like Get It Beauty or All Wing Kits, the release date is heavily influenced by the development schedule required for those products. Please understand that the All Wing Kit wasn't released in the winter because we felt it wasn't attractive enough yet. We do not strive to strictly maintain the cycles.

Regarding economic disruption: realistically, the reason for drastic fluctuations in specific item prices is overwhelmingly due to supply and demand. One example of such a price change was the Essence of Awakened Power incident. We mentioned banning one person at that time. I know many Milletians are curious about the ban criteria. Giving exact criteria could carry risks, so to speak broadly, the banned individual was causing enough disruption to truly confuse the economy, purchasing items on a scale 100 to 200 times that of others. In other cases, a specific Milletian buying multiple items isn't enough to cause disruption. Mostly, the impact comes from increased demand or changes in supply volume. Currently, we are not considering separate bans or systemic countermeasures.

Q. As a solution to this, some people suggest adding trade limits (trade count) to Beauty Coupons, event items, or collaboration items. What are your thoughts?

A. This is something we actually discussed. We concluded that introducing it would be difficult. What affects value is supply and demand. If an item can only be traded once and then becomes untradable, we believe the supply volume would drop and fail to keep up with demand. We determined that such systemic restrictions could be an inconvenience to Milletians during regular gameplay, so we decided it would be difficult to introduce.

Q. You mentioned that Kit Mileage prices are fluctuating. Is there a reason?

A. They fluctuate based on internal standards. When creating appearance changes or outfits, if motions can be seen in various situations, or if special props are summoned or effects added, the workload changes. Mileage is priced according to that. You can think of items with many included features as being more expensive.

Q. The only Arcana Effect Change Coupon is for Fire Leaf Attack. Other Arcanas haven't received any; are there plans to add them? What are your thoughts on BM for Transformation Appearance Changes or Transparent Gear (like secondary tab scythes), and are you preparing anything?

A. Starting with what I can answer definitively: we are aware that the secondary tab scythe is polarizing. We will prepare a BM that allows you to make the secondary tab scythe transparent. For other parts, there are things I can explain, but it's hard to give a definite answer. A detailed explanation would take too long, but simply put, it's difficult due to resource limitations or because skill concepts haven't been standardized. We believe we need to improve whether the Item Shop currently has items that aid in growth or make the game enjoyable. We think in-game improvements must come before BM improvements. For a sustainable service, we judge that a healthy BM improvement is necessary. Since you gave good feedback, we will try to reflect it and make improvements.

Q. You mentioned that applying a 1-time trade system to certain items like Beauty Coupons is difficult to understand for those reasons. What do you think about this: if it's 1-time tradable, hoarding becomes impossible. If it sells as it's supplied, it will sell at its proper price, and people won't feel a sense of deprivation. You could properly meet demand with supply. When hoarders buy things they don't need just to sell them when they get expensive, the people who actually want them can't get them. Outfits are related to this. Most users in this game engage in fashion. I think fashion is a major content that all users can enjoy. I want to propose this once more.

A. For Beauty Coupons, we can consider it. This upcoming Beauty Coupon will be set to 1-time tradable before being sold.

Q. Besides Beauty Coupons, if something seems likely to be hoarded, I hope it gets released as 1-time tradable.

A. We will consistently reflect this moving forward.

It seems there is a difference in the standard for "hoarding/scalping" between the management and the users.
The hoarding the management is currently talking about means acquiring a massive amount of items to drive up market prices. However, the hoarding mentioned at the conference means buying limited-season items that aren't personally needed (even if not a massive amount), anticipating that supply will drop and prices will rise right before the next season, and selling them later. Because the quantity of items in Mabinogi is small, even a small amount can raise market prices.
Here, the management's concern seems to be that if items are 1-time tradable, supply will disappear once the season passes, making items unobtainable.
I can't say which is better, but if it's limited to Beauty Coupons, couldn't they just resupply them in an appropriate season? Or perhaps put them back in other kits as reissues? That's what I think.
However, it doesn't seem like all users will welcome it. Just as complaints arose when event outfits were changed to 1-time tradable when event item hoarding was mentioned, there will be complaints at some point. If they go with 1-time tradable, the management will have to consistently provide an appropriate supply.


Gacha/BM > Please stop Rank 1 Reforging Tools from appearing in Karasek Kits.

#Issue with the depreciation of EXP conversion items among the components

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Q. You previously mentioned that they are being utilized by users as EXP conversion items. Do you still think the same way?

A. Since that previous answer, we thought about whether Karasek still holds enough meaning. We reconsidered that the reason for the question wasn't just about the EXP conversion item itself, but a question about the value of the Karasek product as a whole. To give you the conclusion first: we determined that the position of the Karasek Kit has become very diluted, so we will stop selling it and focus on increasing the appeal of the basic products existing within the Item Shop itself. Since Karasek is disappearing, we will proceed in a direction that supplements the appeal of periodically sold products. We will ensure that these products, including the existing Item Shop, are gradually improved into products that are meaningful to purchase.

Q. Can we understand this as stopping Karasek Kit sales and replacing them with other things?

A. Yes. Initially, Karasek had sufficient meaning—such as its main components helping Milletian growth or converting to gold—but we judge that Karasek's value has fallen over time. We understand that this is a situation where we need to re-evaluate Karasek's position. We will prioritize stopping Karasek sales and supplementing the appeal of other basic products or products we sell periodically. This won't happen short-term; we will attempt it after in-game improvements are completed.

Q. For this question and future ones, it would be great if you could add an estimated maximum timeframe to your answers. From the users' perspective, they might take it as empty promises or expect to be waiting endlessly.

A. For this topic, we will make an announcement after setting a schedule in the second half of the year, following the summer update.


Gacha/BM > Verification of Reforging Tool probabilities is needed.

#Inquiry on the status of the full audit #Inquiry on plans to improve Nexon NOW disclosed probabilities #Inquiry on the error where Reforging Tool options don't change


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Q. We recently heard news that another game operated by Nexon conducted a full audit regarding probabilities. Did Mabinogi also conduct an investigation in alignment with this?

A. Mabinogi is also checking this via code reviews. It is not completed yet. We are proceeding with it in parallel with what we are currently preparing. Because of this, rapid completion is difficult. We are not certain exactly when it will be finished, but we will announce it when it is.

Recently, with probability-related issues arising, including in "MapleStory Worlds," the self-conducted probability verification instances by MapleStory in the past are receiving attention again.
Generally, when computers generate random numbers, a commonly used method is to pick a number between 0 and a certain maximum value, and then use the 'remainder' (modulo) when divided by the desired range. For example, C language's rand() function returns a value between 0 and 32,767. If you find the remainder when divided by 100, you get numbers from 0 to 99.
However, a minute probability difference occurs in this process. If you divide 32,768 numbers by 100, the 0~67 range appears 328 times each, while the 68~99 range only appears 327 times, making the probability of the former range slightly higher. (If you divided by 30,000 instead of 100, a massive deviation would occur where the 0~2,767 range has twice the appearance rate of other numbers.)
Many programmers are aware of this 'modulo bias,' but when the denominator is small compared to the maximum value, there's no noticeable difference in practice, so it was often used conventionally. MapleStory also used this method in the past, and through their internal audit, they confirmed that some items with extremely low probabilities were appearing ever so slightly more frequently than intended.
In response, MapleStory improved their probability system so that the planned probabilities exactly matched the actual RNG results. However, considering the in-game economy and user experience, they readjusted the internal input values so that the drop rates of existing items would remain identical to the 'legacy probability' that users had been experiencing.

You might think they'd just look at actual item drop logs, but items don't appear exactly as the probabilities state. As mentioned above, if the dividing denominator is small compared to the max value, minute differences occur. And since they already know the cause, they just need to find the code locations using random generation and fix those parts, which is why I believe they are checking via the code review method.

Q. There is the Nexon NOW system that discloses probabilities in Mabinogi. However, in Nexon NOW, only the first line of Reforging is shown, and the probabilities for the second and third lines do not appear. Shouldn't the details for the second and third lines be disclosed too? Secondly, people experience identical options appearing when reforging, and in the past, some received replies from the Customer Center saying it was an image display error. Currently, there are reports of similar situations. Are Reforging Tools working normally? If they aren't working normally, is there compensation for affected users?

A. Identical options and identical levels appearing is an issue that occurs when you press the Reforge button when you have no Reforging Tools left after rolling a reforge. We haven't identified the cause of why the Reforge button remains active yet, but we recognize that because there are no usable Reforging Tools, it fails, and the exact same existing option is displayed. We fixed this after it was reported in 2021, but we've confirmed it's happening under specific conditions. We tried to trace it, but since it happens intermittently, we haven't found the root cause. Since no Reforging Tools are consumed and the options do not actually change, there is no damage taking place. Since it was brought up, we will trace it again and try to fix it.

Regarding Reforge probabilities, we judged that providing the most accurate probabilities is more important. The option that appears on the first line is excluded from the second and third lines. Considering this, the probabilities for the second and third lines change dynamically. As a result of judging that we couldn't show accurate probabilities if these were aggregated together, we arrived at this. In 2021, we provided a separate page for the second and third lines. Currently, there are various pages you have to check on Nexon NOW, and we think this method could cause inconvenience. Nexon NOW is a common Nexon system, so adding a Mabinogi-exclusive system requires a lot of work. For the unified disclosure part, we will supplement it during the notation improvements in the second half of the year, and for now, we will focus more on updates that can bring changes to your experience.

Q. If the Karasek Kit is no longer sold, what will happen to the dye ampoules that only come from there?

A. We think we need to provide separate supply sources. We will include them when enhancing basic products or periodic products.


Other Questions > Fashion/Dyeing > Please remove outfit gender locks.

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Q. I understand that Mabinogi's current modeling method involves replacing the entire arms and legs when changing clothes. Accordingly, I don't think you can just change clothes simply by removing the gender lock. I don't think simply removing the gender lock is possible in the current system, but could you plan to expand items like the "Odd" (Gender-Swapped) series? If you change the engine to Eternity, the modeling mapping would likely take less effort than Mabinogi's current system; could you remove or improve gender locks then?

A. We will expand Odd (Gender-Swapped) outfits. We should aim our direction toward supplying the Odd outfits that Milletians want. If you report them to the Customer Center or Erinn Discussion Square, we will use it as a reference. Regarding removing gender locks and outfit gender liberalization post-Eternity, we need to go back and review it. We expect it will be difficult for now. If it becomes possible, we will announce it separately.


Other Questions > Fashion/Dyeing > Are there any plans to create new cosmetic items that can only be purchased with Gold and sell them through existing shop NPCs?

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A. We understand this as a request to expand the avenues for acquiring new outfits. We think adding them for Gold is a valid method as an expansion of Gold sinks. However, we are currently focusing on Life content, so we are prioritizing the addition of Life content or Commerce shop openings. If sufficient sinks are secured, we will attempt to expand it to Gold. Currently, nothing has been considered.


Other Questions > Gacha/BM > Why was the promise not to supply endgame items through BM broken?

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Q. I remember you saying at the 2021 conference that you wouldn't release them. Since 2021, they've been coming out occasionally, like Frieren and Zanmang Loopy. What is the reason BMs like this are coming out?

A. There was an instance where the Special Forest Ranger item, which was an endgame item at the time, was only supplied through the Mileage Shop. We have a history of correcting that instance and making that promise. To explain the standard: items like gear or weapons that you must equip to be considered endgame, and which have a profound impact on combat content, are not being positioned as BM. The items you mentioned are pets, doll bags, and 2nd titles. 2nd titles were sold both as event rewards and via Mileage. We are supplying the endgame items promised at the 2021 conference so that they are not only obtainable for money, but also obtainable in-game. Pets and doll bags are products we sell. Please consider them as a mechanism to supplement competitiveness against other pets, keeping it to a minimum where combat doesn't become impossible just because you don't have this specific pet or doll bag.

Q. You mentioned combat, but back during the Zanmang Loopy era, the Alpaca was a Commerce pet. I'd appreciate it if you didn't look only at combat for BM additions, but considered the various contents within Mabinogi. Or, I would also like you to explore ways for us to obtain these within the game.

A. We think you made a good point, and we will reflect it in future product structuring.

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The image above is a max damage measurement attacking a "Target Dummy as Weak as a Raccoon" after applying various debuffs without a Magnum Shot Combo Card.
From the top:
1) Death Marker + Screw Upper (Uppercut) + Momo + Cat + Mir + Zanmang Loopy Bag (Critical Damage 7%) - 777,068
2) Death Marker + Screw Upper (Uppercut) + Fox Trot + Cat + Mir - 716,179
3) Death Marker + Screw Upper (Uppercut) - 652,380
It is as above.
Number 1 increased damage by 19.1% compared to Number 3, and by 9.8% compared to Number 2.
Currently, Momo has never been given out for free on the Korean server, making Momo a paid-only item.
Furthermore, if the page where I organized bags is correct, I believe all doll bags with Critical Damage are paid items.
If the difference is meant to be small, you could provide a pet somewhere between Fox Trot and Momo via events, or provide the Gat-wearing Momo that was given as an event in Japan to the Korean server as well.
For doll bags, I think it would be good to release bags with even 3~4% Critical Damage through events or the growth process.
Currently, without the paid doll bag and Momo, there is about a 10% difference. If you consider that this is roughly equivalent to securing Alchemic Stinger Relics, it doesn't seem like a small number.


Other Questions > Gacha/BM > You said you wouldn't release Commerce Guarantees, so why did you put them in a package?

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A. This is a topic we also discussed in the last live broadcast. We caused confusion due to a lack of explanation. We answered that we weren't considering it because we thought if too many Commerce Guarantees were released, the Gold generated from Commerce could impact the economy. After that, we confirmed that the remaining supply on the servers was running low, and prices were rising, which was affecting participation in Commerce content. So we set the direction to resupply them, but we should have provided a sufficient explanation for this part. We apologize for causing confusion.



Misc

Race > Please release a Race Change Ticket.

#Inquiry on development feasibility and alternatives

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Q. I remember the Director saying in a past live broadcast that the race change development failed, but that you would try again. With the development time for race change dragging on, is it realistically possible? We haven't heard anything. I want to ask if it's possible. If it is, how long will it take? If race change is impossible or takes a long time, are there any alternatives?

A. We apologize. Currently, we have put all R&D-related development on hold and are focusing on things that can show rapid changes. Realistically, if we invest enough resources into this, it is possible, but we judged that it is more important to prioritize the revamps that Milletians want first. Therefore, this is not currently in development. As for alternatives if it's impossible, we are preparing to upwardly standardize racial skill damage so that there are no situations where players cannot participate in combat or parties due to racial differences.


Race > What is the reason for adhering to racial specialization? Please resolve the gap between races.

#Inquiry on the dev team's definition of racial specialization and their stance on maintaining it

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Q. In the last Connect, you mentioned you would proceed by maintaining racial characteristics to a certain extent. Users have no way of knowing the management's line for racial characteristics. In the April Connect, it was definitively stated that Elves use Crossbows and Humans use Bows. From a min-maxing perspective, an environment is created where even Humans need to equip Bows. These kinds of comments felt like forced statements that flipped the situation like the palm of a hand. Users are confused about where the management draws the line for racial gaps. We would like to hear a specific answer regarding this.

A. We aim to create racial specializations within a line where racial differences do not prevent participation in combat content. We believe we caused confusion because we never guided you on these standards. We apologize. """To explain the current standard: we plan to upwardly standardize all skill multipliers and damage multipliers. We also plan to upwardly standardize things like the Heavy Armor Mastery penalty. However, there are aspects that change the gameplay experience. For example, Giants have Stampede. Aspects where the cooldown is different depending on the race, making the skill experience entirely different—those parts will be maintained in the direction we've guided you towards.

It's best to understand it like that. Other than that, please understand that all skill multipliers used in combat will be upwardly standardized."""

The text enclosed in """ and italicized in the answer above is intentionally transcribed as exactly as possible from the actual spoken words.
But it's strange. The part about the skill experience changing because cooldowns differ by race. You're not going to do that?
1. The cooldown reduction effect of Combo Mastery is 20% for Giants and 10% for Humans/Elves, so the usage feels different, and there was talk that Giants could use Upper cooldown reduction instead of Dash Punch cooldown reduction. However, with the Fury Fighter Link effect, the cooldowns were practically made the same regardless of race.
2. For the Windmill skill, the cooldown was shortest for Giants, followed by Humans, and longest for Elves. 13 days before the broadcast on May 27th, the Windmill cooldown was changed to 2.5 seconds regardless of race.
3. Support Shot is an 8-second cooldown skill for Humans and a 16-second cooldown skill for Elves. However, on the 27th, the very next day after the broadcast, a patch on the test server changed it to 8 seconds regardless of race.
While I haven't seen patches for other usability aspects yet, right now, unifying cooldowns across races 13 days ago and doing it again the next day contradicts the statement that differing cooldowns by race is a racial characteristic. I believe this relates to trust.
As far as I know, Human Magnum Shot is currently the only skill with different cooldowns by race. I think it would be better to say that the Human Magnum Shot cooldown of 1.5 seconds and the Elf Magnum Shot cooldown of 0.5 seconds absolutely cannot be made the same, but the rest can be fixed.

Q. If you only talk about these details on live broadcasts, only those who listen live will know. Those who watch it late or don't watch it won't know, so I wish you would introduce it on the website. You mentioned Crossbows for Humans, but it's a situation where you have to equip a Bow to reach the highest potential. I think the value of the item was damaged due to the management's remarks. Because of Mabinogi's Succession system, it is difficult to change Arcanas or equipment. Are there any additional relief measures? For example, converting a Bow to a Crossbow.

A. We will notify players of racial characteristics on the website. We did not nerf Bows; we simply enhanced the merits of Crossbows while balancing. It's difficult to prepare relief measures for all market price changes caused by improvements. If we consider all of that, a situation could arise where market price changes become more important than improving the game. As a result, we judged that it would be difficult to bring about changes to the environment. It is difficult to provide relief measures for these improvements.

Since Humans do not have Vision of Ladeca, they have to use the Relentless Assault (Fast Pace) technique, which is used together with Piercing Weakpoint (Vital Penetration). In this case, you cannot receive the Sharpness effect of State Support, so if you equip a Crossbow, you lose out on Balance. Balance reforges appear on weapons and headgear. For the Balance reforge, you either have to use a triple-reforged weapon or wear a Balance hat instead of a Crash Shot Fragment hat. It seems the question was asked because of this situation.
In Bri Leith, the Crash Shot Fragment range is not important, but with Crom Bas Abyss bringing back regular mobs, it became necessary to debate between a Balance hat and a Crash Shot Fragment hat.

Q. Is users continuously suffering damage in these situations something they just have to keep experiencing? Not only with Bows but also with the Casting Speed limit break in the past, users suffered damage due to the management's unilateral judgment. Back then, there was compensation that extracted 100% of the enchants from certain items with Physical enchants on them. I wish you would consider that kind of compensation.

A. In the process of preparing updates, it is difficult to establish clear standards for preparation. I think you can recognize that we continue to present supplementary measures to reduce the confusion caused to Milletians. It is difficult to reflect this in every update. We judge that introducing this for Crossbows and Bows is difficult.

In the past, magic skills were affected not only by "Magic Attack" but also by "Max Damage" from enchants, etc.
The reason is that in the early days of Mabinogi, the Magic Attack stat didn't properly exist. It worked by adding an additional stat calculated from Intelligence to the base magic damage, and then adding the enchant Max Damage. One of the remnants left today is that enchants increase "Max Damage," while the stats attached to reforges or items like the Tricolor Gem Ring increase "Max Attack." "Max Attack" did not affect magic, but "Max Damage" did.
Because of this, users who used magic had to consider both Magic Attack and Max Damage, and the influence of Max Damage varied by magic (e.g., Firebolt was more affected by Max Damage than other magic). During that process, there was an opinion that "only Magic Attack should affect it," but Mabinogi neglected this phenomenon. Perhaps because it received both magic multipliers, Magic Attack Potions increased by a flat 80 instead of a percentage like Physical Attack Potions, and enchant options were left at low values.
After that, limit break reforges appeared. On the test server, with the Harmonic Saint's Melody of Harmony harmony effect, when receiving both Battlefield Overture and Vivace music buffs, an opinion surfaced that Fusion Bolt was unbalanced because both Max Damage and Magic Damage efficiency increased. So they modified it so you could only receive one of the two. This was a situation where they recognized that Max Damage affected some magic. A bit later, Bri Leith was released. Only one Alchemic Stinger was brought along for the Phase 2 gimmick, and Dark Mages using magic attacks were excluded from parties and couldn't participate. Some Wand Dark Mages using Fusion Bolt magic who wanted to secure even a slightly higher ceiling started applying Physical Attack enchants (which had higher effects than Magic Attack) and, after receiving Battlefield Overture, used Casting Speed limit break reforges for their lacking casting speed. At the time, a Casting Speed 25 limit break Nightbringer Elemento, which was so expensive it traded for 10 billion gold, stopped receiving the Max Damage option effect. A patch was made making Magic Attack important (changing enchants to Magic Attack, making Magic Attack Potions percentage-based). Thus, it either became untradable or its value dropped to that of a single level 20 reforge.
And after that patch, they allowed the extraction of Physical Damage enchants limited to "Bliain Enders Clash" equipment.
Patch notes at the time: [Revised] 5/8 (Thu) Live Server Patch Notes Guide

Q. There are currently 3 racial Ladeca skills. For Elves, Archery talent effectiveness increases; for Giants, Melee and Chain talent skills increase. Assuming Arcanas are maintained, if a Chain Arcana comes out, the damage will increase due to the Giant's Might effect. Is the Giant's Chain damage increase a racial characteristic? Will you change it?

A. It's not a characteristic of Giants. It's difficult to categorize Chain as a close-combat talent. Since it wasn't intended to create talent-based disparities after the introduction of Arcana, we judge that a distinction is necessary. If needed, this part must also be adjusted. We have no plans currently.

I believe the reason Chain damage increased for Giants with Might of Ladeca is that Chain damage scales with Dex + Luck, and at the time, Giants had about 100 less Dex compared to Elves. Since Chain hits are considered melee hits, I think it was added to Might.

Q. This isn't about race, but I have a question about something that wasn't resolved previously. During the last Live Connect, the following 2 questions about Sacred Guard were skipped due to break time. There was a compensation/relief plan written regarding the future revamp of Sacred Guard. If you have an answer for that, could you provide it?

A. We have not prepared a separate relief plan. By improving Sacred Guard in a more positive way, we believe compensating you through gameplay is the more realistic approach we can offer right now. We ask for your understanding that we cannot give you the answer you expected. Sacred Guard has been updated on the live server, but we will not stop there and will pay attention to making it a more fun Arcana.

Q. Because there are people who want to level other races, they want Race Change Tickets. However, to level a new race, you have to redo your underlying stats (passives). If you succeed your equipment or have a lot of sunk-cost equipment, you can't even move it to other characters on your account, making it even more burdensome to level another race. Additionally, all characters on an account share the weekly limits, so there's even less reason to level alt characters. In this situation, to reduce the burden of leveling another race, how about sharing underlying stats, equipment, and non-transferable cosmetics (like Beauty Coupons) across the account?

A. As discussed in Part 1, we are preparing in the summer to provide additional opportunities to run dungeons. You will be able to choose which character to use. There will be many more additional opportunities than now. We are cautious about transferring equipment to other characters within the account. Mabinogi allows you to create up to 200 characters per account. If you just make one set of equipment, a situation could arise where you could run a dungeon 200 times. The positive direction we envision is that freely raising alts and gearing them with the equipment needed for their growth is natural and positively impacts various situations in the game. When you first raise a character, the hurdle is lowered, but the farming process during growth maintains the main character's experience, even in a condensed form. We believe these directions will positively impact the game. We have readjusted our stance so that cosmetics obtainable through events can be shared within the account. You will be able to see this soon. However, for things like Beauty Coupons, since the supply and consumption were set assuming they wouldn't be shared, sharing them will be difficult.

"Mabinogi allows you to create up to 200 characters per account. If you just make one set of equipment, a situation could arise where you could run a dungeon 200 times."
Honestly, I didn't understand the meaning of that sentence. Currently, major weekly rewards are limited per account, so even if you make 200 characters, you can only run Glenn Bearna 3 times. After that, it costs about 1 million gold, then 3 million gold, and then 10 million gold. How could you run it 200 times...? Does it mean that other characters on the account have weekly quests, and completing them allows you to play that character more? I don't really know. Under the weekly limit system introduced during the Min Kyunghoon/Choi Dongmin director era, I think it makes no sense.
You mentioned a condensed form of the farming process, but I doubt if this will also be resolved by summer. The major items you need to gear up with drop at low probabilities in dungeons, making it hard to obtain them entirely through hunting. Just because you have a main character doesn't mean that probability multiplies, so I don't understand. Unless you pay extra costs or pull money from your main character, you are gearing up under the exact same time and probability constraints, so I question whether it is truly a "condensed form."

Q. Regarding your comment about making 200 characters and running dungeons 200 times by passing gear around, did you perhaps forget about the weekly limit? Does sharing passives or Beauty Coupons among them let you run it 200 times? We're not asking you to increase the keys; we're asking you to reduce the burden when raising an alt character on the same account.

A. We apologize for the lack of explanation. We plan to gradually reduce the burden. If a system where you can share equipment among characters on the account is introduced, and the summer update provides many additional opportunities to run dungeons apart from the weekly limit, then if such a situation occurs, making just one set of equipment would allow you to play all those additional opportunities. We thought that when playing the additional opportunities we anticipate, an environment where you set up gear and play your alt character through new efforts would be more positive. We judged that it would be better to provide a new experience when playing a new character.

Q. I can understand the answer regarding equipment. One of the entry barriers in Mabinogi is the fragmented underlying stats. Are underlying stats and Beauty Coupons viewed the same way?

A. We believe underlying stats should be mitigated when raising all characters, not just when raising alt characters. We are not considering additional mitigation of underlying stats specifically for raising alt characters. In the case of Beauty Coupons, the supply was intended to be added on a per-character basis during the usage and consumption process, so we have no plans to change it.

Q. Cosmetics in the Dressing Room are shared, so what is different about Beauty Coupons that they can't be shared? I consider them the same cosmetic category. I think a Beauty Coupon becomes currency consumed by my account. Do you perhaps view this differently?

A. I understand you asked because they are in the same cosmetic category. Cosmetics have been used without ownership restrictions since a long time ago. The Dressing Room sharing was added to improve the inconvenient method of transferring them through the account bank or pets. Please understand that Beauty Coupons are different because they were planned from the beginning to be bound to the character.

Q. You mentioned character reward limits and said there would be changes in the summer. Could you please tell us to what extent?

A. For this part, I can only say that there will be additional opportunities to run dungeons. We need to explain the additional details with more context. We will announce it during the Summer Showcase.


Race > Please make it possible to change between Paladin and Dark Knight.

#Inquiry on reasons for not considering it #Inquiry on plans to improve transformation skill usability

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Q. I think you've received inquiries about why you aren't considering faction changes for Paladin and Dark Knight. Opinions were given from various angles. Skill Untrain is a system that exists in the game. Even though such systems and items exist, it seems you are solidifying it as something that cannot be reset. I'm curious why it's being solidified like that. In the case of Dark Knight, many users became Dark Knights against their will while just following along thinking it was a normal quest. Considering Mabinogi is an old game, I hope you understand the grievances of users who are forced to stick with a character choice made over a decade ago. If changing factions is difficult, could you consider alternatives like allowing appearance selection, transformation effect selection, or mitigating the functional gap between factions?

A. We are holding off because it's an area that requires development. It's not because it's technically impossible or against our direction. Considering additional mitigation measures is technically possible, but it's difficult to plan for right now. We might be able to try it once the current situation improves.

You talk about the reasons for choosing a race or choosing Dark Knight, but as mentioned in a previous post, I chose the Human race because it was the only race available at the time. The reason I was forced to choose Dark Knight was, like the question above, I skipped G1~3 a long time ago, did a quest from the quest window, didn't read the text properly, and became a Dark Knight.
Infinite Dark Knight transformation is nice, but honestly, I want to receive max damage from Paladin, yet I can't. Regarding faction selection, Demigod is activated by faction choice, so I wonder what you think about adding something like that.
Also, in terms of damage, there are no effects for Alchemy damage or Magic damage. Now that talent utilization has increased with Arcana, I hope the options for selecting factions or effects broaden. Appearances as well.

Q. Since the patch allowed titles to be used after using Mabinogi transformation skills, people are using transformation skills a lot. If a dungeon is retried while using a transformation, users reset the transformation use by doing things like using a Guardian Soul Stone after dying. In the future when Golias comes out, how about resetting transformation chances when retrying?

A. As mentioned in the last live broadcast, we are preparing to reset cooldowns not only for transformations but also for Ladeca skills. We will check when this will be ready.



Misc

Convenience (QoL) > Please disclose in-game information in more detail.

(Character Critical Damage, Monster Information, Arcana descriptions, etc.)

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Q. I heard the previous answer saying that you would provide detailed information. I would like to offer an additional suggestion. Healing efficiency was newly added to the Doki Doki Island totem, but it was only added as a category in the Auction House a week later. Could you speed things up so that this kind of in-game information is added simultaneously with the updates?

A. That is our goal. The reason it was updated separately is that item options have been added for a long time, but with the recent addition of the Auction House and APIs, they became separate from the actual implementation. Because they are separate systems, it is difficult to work on them all at once, so we are working sequentially. Our ultimate goal is to integrate the systems to provide necessary features to Milletians in a single update. It requires structural improvements, so we haven't been able to showcase it quickly. We will try to improve our internal processes to handle separate tasks at once as much as possible, and then proceed with improving the code structure to provide features to all Milletians in a single update.

I think terminology standardization is also needed here. There are subtle text variations like "Magic Defense" and "Magic Defense (Stat)", and many effects that are basically the same have different texts applied, such as "4 Elemental Alchemy Damage", "All Elemental Alchemy Damage", and "All Alchemy Damage". I believe that writing different text on a case-by-case basis is exactly what makes integration difficult.


Convenience (QoL) > Please improve inventory usability.

(Batch item processing, Potion integration, Bundling, etc.)

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Q. Currently, when adding items, it consists of bags and bag slots (horizontal/vertical). This is a unique structure compared to other games. When bundling items in the inventory, the storage method is limited to pouches rather than increasing the item bundle stack size itself. What is the intention behind solving it this way? Is it a system issue or a concept?

A. Inventory improvements will be made starting with the overall direction. We will continue to expand bundles and add pouches. To explain the criteria for adding bundles and pouches: we are not only adding pouches but also expanding bundle sizes. Recently, for things like Alchemy Crystals, we are maximizing the bundle size without a separate pouch. If a pouch is not needed, we expand the bundle. You might think we could just solve it by upwardly standardizing all base bundles, but there are difficulties. Since pouches already exist, if base bundle sizes increase, the reason for pouches to exist diminishes. Considering these factors together, our stance is to increase the base bundle if it's too small; otherwise, we expand the pouches. If Milletians are experiencing significant inconvenience, we will also implement improvements to increase the base bundle size instead of relying on pouches.

The complaint about the pouch method is that the bundle size is too small compared to the required amount, meaning we have to press the buy button in the Auction House too many times. Leathers, in particular, only stack up to 10, making it even more inconvenient. Even just for Auction House trades, I wish items could be traded in pouches or the bundle size could be increased.

Q. Recently, there are many items given out in the inventory for events, and these items sometimes mess up the inventory that users had organized. How about a feature to batch delete event items, store them in a specific bag, or an event-exclusive inventory/storage box to keep event items separate?

A. We strongly empathize with this. We think it's a part where new Milletians feel a huge hurdle when they arrive. There are no plans for improvement right now, but we will improve it when we are fully ready to welcome new Milletians. Allocating a schedule for it right now is difficult. For Fever Season, we will expand the Fever Season storage box.

Even without event items, I watched a broadcast of a streamer playing Mabinogi for the first time.
1. Progressed through Blaanid
2. Received items from Blaanid
3. There was a large quantity, so all items were stored in the basic inventory
4. During the quest to buy a bag, the basic inventory was full, making it impossible to buy the bag
5. Viewers told them to open the Soul Stream storage, move items there, and then buy the bag
There was a process like this. Currently, most users use their basic inventory just to hold bags. To prevent Milletians playing Mabinogi for the first time from experiencing the above:
A. Make the Soul Stream storage a higher priority than the basic inventory space
B. When adding a new bag, automatically transfer items into the existing bags
How about adding methods like these? For B, if a system is introduced where items are moved to another bag to make room for a new bag and then added, we expect user inconvenience to decrease.


Convenience (QoL) > Please improve the UI.

(Various UI windows that cannot be closed, Visibility, Skill window improvements, etc.)

#Dungeon Guide size, Arcana-specific special resource UI, Murias's Holy Water UI, etc.

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Q. Many users think it will be at least 2-3 years before Eternity arrives. However, there are many concerns about how the UI/UX issues occurring in the live service will be improved. When looking at the current UI, it feels like various additional elements are just being bolted onto a legacy model UI. It's unstandardized and appears to be causing systemic lag. Character stat info and event info are often crammed in. Windows for entering dungeons often get cut off. The UI for Eternity seems to have been newly created, and it breaks my heart because it feels like the stance is, "Since Unreal will fix everything, let's just leave the live server alone, hold off on updates, and endure." There might be a lot of issues with spaghetti code or legacy comfort work, but I know a lot of VOC (Voice of Customer) was submitted regarding event info. I'm curious why these things aren't being improved. Additionally, every modal window you see in-game is completely different. Is it because a unified design system hasn't been applied?

A. We apologize for causing confusion with the in-game UI being inconsistent. The reason is that we selected and added them according to their specific purposes at the time. A Quick View was added to the top left to immediately show information that needs to be seen upon entry, which was previously quite hidden. We added it because users who desperately needed it had a hard time checking it. We know there are many difficulties when playing on a laptop. We will gradually improve it. The reason UI improvements are slow is that currently, all UI requires code work. A programmer must be involved just to modify a button's function or location. Because of this, UI improvements require significant resources. It's difficult to roll them out continuously.

Q. When a new Arcana comes out, some have a dedicated UI while others do not. For Sacred Guard, for example, the sacrifice stack increasing can be checked by the character's HP bar moving slowly. The First Aid skill shows a percentage. Some Arcanas have a UI making it easy to check, but for others, it's difficult unless you look for the details. For Fury Fighter as well, when gathering Arcana Force resources, if the character is large like a Giant, it overlaps with the combo card, making it inconvenient to check. Can these things be improved?

A. When creating an Arcana, we evaluate whether it's a resource important enough to be expressed on the HUD (which in Mabinogi means a UI that displays information at a glance without opening a separate window). Among these, things that have a profound impact on combat are currently expressed as separate UIs. However, we acknowledge that these are somewhat inconsistent, and there are cases like Sacred Guard that cause inconvenience. We will try to prepare dedicated UIs for each Arcana in a unified manner during the second half of the year. UI improvement work is scheduled for the second half.

Q. In the case of Murias's Holy Water, the UI is different from the Scroll of Memory, making it look inconsistent. And many users feel inconvenienced every time they use it. Can you provide an easier method?

A. We also understand that mistakes can happen during repeated use. We will try to improve that UI in the second half of the year as well.

Currently, when using Murias's Holy Water, the process is:
1. Use Murias's Holy Water from inventory
2. Select an item
3. Apply Holy Water effect to item
4. If you don't like it, use Murias's Holy Water from inventory again
5. Select item
6. Apply Holy Water effect to item
This is repeated. People are repeating this process over 100 times per item and are feeling inconvenienced.

Users wanted it to be like using a paid Reforging Tool, where:
1. UI opens when using Murias's Holy Water
2. Select item
3. Simply click "Use" repeatedly without re-selecting the item until the desired option appears
But it hasn't been improved even though it's been over a year since Bri Leith came out.
Meanwhile, the Scroll of Memory dropped from Bri Leith's Crevice of Faith, and that item allows continuous use after selecting an item, just like a Reforge. I wonder why Murias's Holy Water wasn't fixed at that time.
I also wonder how it would be to make it an on/off system like the Gem of Memory.

Q. When you say the second half of the year, what month do you mean?

A. In my heart, I want to give you an exact month, but there are many updates being prepared for the second half, so we have to proceed sequentially and figure out when each should be updated. It's difficult to give you an exact time right now. We will definitely make sure it's done within this year.

I think the reason this question came up is that usually, when they say "May," it often gets introduced to the live or test server on the last Thursday of May. The balance patch promised for this May was also ultimately only partially added to the test server on the last Thursday of May, and this happens often. When they say "the second half of the year," many users suspect it won't be sometime during the second half, but rather pushed all the way to December when Fever Season opens, or even after Fever Season opens, it might just go to the test server and finally release in Fever Season Part 2.


Race > The probability and completeness of the Mainstream are lacking. Are there plans to supplement this?

(Especially Generation 28)

#Generation 28, Earen Scenario, etc.

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Q. In Mabinogi, the Mainstream isn't just content released periodically; it has constructed the very worldview of Mabinogi over 20 years and is core content that journeys alongside the characters and Milletians. Aside from combat and life skills, I know many Milletians approached Mabinogi because of the story. The reason past Mainstreams were memorable isn't because the events were grand or provocative, but because the characters' emotional arcs and relationships were sufficiently built up. In the cases of Tolvish, Altam, Vayne, and more recently Etain, beliefs, emotions, and relationships were heavily accumulated across multiple sections. Accordingly, users were able to understand their choices, endings, actions, and various narratives. In recent Mainstreams, these character arcs tend to be skipped over too easily without building up. Because major conflicts or endings appear before the characters' motivations or emotional changes are sufficiently established, users are left feeling an artificial emotion of "Why did this happen?" or "Isn't this too sudden?" rather than being moved. It was similar with Delga. There was plenty of room for her to grow into a long-term antagonist—her pardon as a Fir Bolg, the values instilled by her mother, and her emotional trajectory of rejecting bonds with others after loss. Despite having all these elements, the narrative was abruptly stitched up before the conflict could deepen, leaving much to be desired. In G28 'Twilight's Battle', there are also some doubts about the timeline setting. I can't go into detail because some people might not have played it, but regarding Aine, I feel the time gap is too massive. I can't shake the perception that the progression of events went a bit beyond what users can logically accept. Will this part be resolved in the next main scenario? If it's hard to mention, is the dev team at least aware of these consistency issues?

A. As the Director, I am ashamed of this part and apologize. While focusing on the structures we really wanted to show in the flow of the story, we failed to sufficiently showcase convincing emotional arcs and charm. This is clearly an area that needs improvement and we will improve it. When presenting this kind of content, we will re-prioritize to focus on delivering completeness and characters you can deeply care for, rather than just the volume of the story. Rather than revising G28 now, our goal is to reflect your feedback and make G29 a truly charming Mainstream. We have deeply engraved the feedback you gave us and are preparing the Mainstream. We will improve upon this disappointment in the next Mainstream.

I'm someone who doesn't pay much attention to the story, but there were many users who said the Mainstream was good. I know there are users who started playing because of the Mainstream. I know the Mainstream doesn't make as much money as reforges or dungeons, but I consider it the identity of Mabinogi, so I hope you prepare it well.
And regarding the opinion that it's hard to do other content if the Mainstream is too long, I think releasing a mode that allows you to instantly skip the story would compensate for the length. There are many opinions saying it's exhausting because it's long, but honestly, if it's too short, there's no time to get immersed.

Q. In the past, when streamlining the Mainstream, a lot of content was cut, causing many character narratives to collapse. Now that a Skip Ticket is available, do you have any intention of restoring the old stories? If voice dubbing is an issue, could we view the story without the dubbing?

A. I understand this as a request to roll back the New Goddess Advent. We determined that it is difficult under the current circumstances.

When moving to Eternity, scripts, camera movements, and character placements for the story will be redone anyway, so I wonder how it would be to give the original story to Eternity. Personally, while playing New Goddess Advent, the story was chopped up so much that I couldn't get immersed, to the point where I felt Mabinogi Mobile's story was better.

Q. Up until now, many characters and narratives have been built in the Mainstream. Even if it's just an NPC on the street, they often maintain a sense of intimacy with the users. Enough NPCs are appearing now, but can we see existing NPCs in the future as long as it doesn't cause major narrative issues? It's natural for new characters to appear as a new Mainstream progresses, but could you utilize existing characters, even if it's just them showing their faces briefly?

A. This is something we are considering when planning not only the Mainstream but also story-related content. Even for G28, we produced it while thinking about which NPCs would be welcomed, and you will be able to see these elements in G29 as well.

Q. We are transitioning from Live to Eternity. Do you intend to accurately implement the Mainstream from the live service into Eternity? Or do you plan to remove parts where you think there are lore conflicts and change it into a new Mainstream?

A. I am cautious about speaking specifically. Our goal is, of course, to carry over the effort Milletians have put into their equipment, etc. However, if we provide the exact same gameplay experience as 20 years ago, we worry whether it will be convincing enough for Milletians newly joining Mabinogi. Therefore, our goal is a direction where some content comes in improved.

Q. If Eternity goes with a new scenario, I think Goddess Advent's story has been cut so much that it's hard to appeal to users. Could you consider restoring this part?

A. This is a difficult part, but to my knowledge, I can say that the Team Leader in charge considers it a very important point.

Q. I think the management understands well the importance of characters who lead the story. Vayne could be cited as an example. Aside from him, there are many charming characters like Morrighan, Nao, etc. What was disappointing in the recent Mainstream is that characters like Fetach and Fointhe received a great response, but I think their exit and consumption were way too fast. Speaking of spoilers, at the end, due to forced sadness, users felt a severe backlash because such a rapid emotional gap was created before they were even immersed. I think it's also good for characters who received a good response to have a grand exit and leave a big impact. I think the length over which the narrative is built is also important. However, in the recent Mainstream, weren't the characters who received good responses consumed too quickly? I wanted to mention this part as well.

A. I think this is a very good opinion. Because Milletians love the characters, it's something we must deeply consider. Does the character's change occur in a state where the emotional arc is fully sympathized with? Or does the character exit after sufficiently building a bond with the Milletians? These aspects were definitely lacking in G27 and G28. Based on the arrangement, we gave weight to the parts intended as the main focus, but it seems you gave feedback regarding all characters being rapidly written off. This leads to the thought: are there not enough characters in the current chapter that Milletians can build bonds with? We will make sure to reflect the points you mentioned during the update process.


Race > Are there plans to develop new content utilizing Mainstream bosses?

#Suggestion to recycle past Mainstream bosses when adding new mid-tier dungeons

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Q. The bosses from the Mainstream were often quite charming. For example, Incubus King had a unique system, and on the overseas server, there was a dungeon called the Talek Dungeon that came out in the Apocalypse. It seems Mabinogi currently cannot utilize these dungeons. When users use a dungeon, they often enter with the narrative in mind, so it's a huge shame that this isn't being utilized. Are there any plans to develop new content using these bosses in the future? The people who run Mabinogi dungeons are limited. This is because attractive rewards that prevent dungeon homogenization aren't placed. For example, Hasidim can be run quickly, and it tends to become active when the price of Corrupted Apostle Leather rises. If a new boss is activated, I wish you would consider ways for users to enjoy dungeons of various contents by using these reward plans as bait when they log in.

A. Speaking of plans first, rather than adding mid-tier dungeons, we are preparing improvements in a way that supplements the existing mid-tier dungeons. However, the opinion you gave is similar to our current direction. Even for Crom Bas Abyss, previously appearing bosses make an appearance. If we were to add mid-tier bosses, the points you mentioned would be considered. We will reflect this in the future development process.

In the case of Talek Dungeon, it is an overseas dungeon where the Ruin item series, which does not exist on the Korean server, was added. Various gimmicks like AoE traps appear, and you could obtain things like the Ruin Staff with Piercing (which didn't exist at the time) or the Ruin Bow with Magnum Shot options. Players continuously requested the release of that dungeon on the Korean server, but the management never released it. Later, the Nightbringer series came out, but on the overseas server, some Nightbringer weapons were unpopular because of the Ruin weapons.
When the NEW RISE update happened in the summer of 2025 and Equipment Grades were added, a patch was applied so that when the update reached the overseas server, Talek Dungeon could no longer be run. When Talek Dungeon was initially added, no new upper-tier dungeons had been released domestically, so I remember eagerly waiting for its release.

Q. Looking at the Eternity video, a Glas Ghaibhleann pattern video is added. There are patterns and gimmicks we haven't experienced before. If there are Mainstream bosses you'll add in the future, could you consider this aspect as well?

A. I understand the question is asking if we can consider providing new experiences as well. I believe we absolutely should. Even when we introduced Crom Bas Abyss this time, Phelom showcased additional gimmicks beyond the skills he previously used. In this way, when we introduce existing boss monsters, simply showing their AI or existing skills would not provide Milletians with a positive experience in the current combat environment. When we introduce these, we will improve them together to present a more fun version.

Personally, one of the reasons this is brought up is the characteristic that new dungeon updates are slow. In the existing Mabinogi, when a new dungeon comes out, they create patterns by placing multiple mob rooms, but honestly, the updates are too slow. Like the Avalon Purification missions, which are boss-only dungeons, if you recycle bosses and provide rewards, even if it's existing fragmented items (e.g., some Erg materials), I think it becomes content to enjoy until highly labor-intensive dungeons like top-tier dungeons come out.

Q. I think you know that Mabinogi users have given a lot of support and have deep affection for the "old Mabinogi" or the "legacy," whatever you want to call it. There were many charming gods in the past like the Goddesses, Nuadha, etc. Many of these bosses had ambiguous exits in terms of the story. If it's not a spoiler, do you have plans to utilize gods like Nuadha or Morrighan?

A. We currently have no plans. When there is a need to add mid-tier dungeons, the top priority consideration will be Mainstream bosses. We will review them together during that process.

Q. There are cases like Earen where you build intimacy with the user while acquiring skills. Recently, new users often don't know who Earen is. I think this is a part where the narrative was cut to simplify Chain skill acquisition. Can this be improved?

A. We will improve this part. Originally, you could meet her through Blaanid, but because Milletians met Earen, Merlin, etc., too early in Blaanid, it actually caused awkwardness while they were trying to settle in. We removed it from Blaanid due to it being a hurdle, but there are places where it can be naturally placed within the main story. We will showcase this in the summer update.

At the time, some of the demands were "the Chain story is too long" or "it's too hard to learn." In a way, the users' demands were:
1. Let us learn Chain skills independent of the story
2. Let us enjoy the story separately
There were many demands to do both, but to make it easier, the management just cut out all the story and modified it into a quest-only format.

Q. There are characters who have already completed Blaanid. If Blaanid is updated, do they have to do it again? Among long-time players, there are cases where they received all the existing Blaanid rewards and didn't need to do the tutorial so they ignored Blaanid, but then they had to do Blaanid again for the Master Craftsman or Taillteann Farm. If Blaanid is updated again, will it be mandatory?

A. We are not considering a direction where you have to clear it again. We are not considering a massive revamp that would require playing through it again.



Auction House/Trade > Please improve the Auction House functions and convenience.

#Inquiry on plans to advance trade functions such as item options #Inquiry on hoarding/scalping penalty stance and plans

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Q. I think an overall improvement is needed for the Auction House functions. Among the inconveniences many users face are items that have the same name but different options. For example, Murias's Relic and the recently added Tricolor Gem Ring. In the case of Murias's Relic, you can tell now due to a recent patch, but for the Tricolor Gem Ring, you have to manually hover your mouse over it to know. Do you have plans to advance the search function in this regard?

A. We will definitely proceed with this. This is related to updating the Auction House search and API search simultaneously when a new option is added. Not just for the Tricolor Gem Ring, but when new items are added, we will proceed with improvements that allow for search convenience and intuitive understanding from the name all at once.

Q. Could we know the timeframe for this?

A. We are targeting September, after the summer.

Q. Hoarding (scalping) is easier in Mabinogi compared to other games. Besides the Essence of Awakened Power, when Fury Fighter and Melodic Puppeteer came out, there were users who hoarded Soul Weapon materials. What does the management think about hoarding? And what are the countermeasures? You said it doesn't affect the economy, but I think it's a part where users experience inconvenience.

A. Regarding this issue, since it's an MMORPG with free trade, we judge that it's fundamentally difficult to propose restrictions on market price changes that occur after updates that bring changes to the game. Artificial restrictions could lead to trade limits, so considering these inconveniences, we are currently not considering systemic restrictions. We are taking action against unilateral play, such as the Essence of Awakened Power case. We will take action against cases that have a negative impact on the economy.

Q. Sometimes certain items cannot be searched, which often happens when they are added via an update. Then, when new equipment comes out, there are times when it can't be searched again. Why does this problem occur? I hope a system is put in place so this is upheld in the future.

A. I understand this is related to detailed item searches. As mentioned earlier, our ultimate goal is to fundamentally improve the internal code so that when options are added, the Auction House search and API search are updated simultaneously. Since this system changes the fundamental structure, it will take some time. For the time being, we have to rely on manual work, but we will create a process to ensure they are updated simultaneously as much as possible.


Auction House/Trade > Please expand Bank slots and ease limits.

#Inquiry on convenience improvement plans such as adding a search function

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Q. Currently, the Bank's functionality as a bank is lacking in Mabinogi. There is no sorting function in the bank, and the number of bank slots per character is small. There is no item search function either. We have to click and check every single character's name, and in a game where you can create up to 200 characters, finding an item like this is too difficult. I really hope an item search function is added. I also wish bank slots would be expanded for item storage.

A. We will add a search function within the bank. We will expand the basic number of bank slots and also introduce features that allow for additional expansion. We will try to showcase this during the summer at the earliest, or in the second half of the year at the latest.

Q. You can search using the updated Pet Memo function. In Mabinogi, where you can create hundreds of pets, is it possible to have an item search function instead of just a memo function?

A. We received a related question during the last live broadcast, so we checked internally. It is difficult to search from the server side. However, we will add a function where the client caches the pet's inventory when the pet is summoned once, allowing you to search. It's not a fundamental fix, but closer to a temporary workaround. Through this, you should be able to have a better experience than before. If it relies on client caching, inevitably, information might not synchronize if you use multiple computers. Even considering that problem, we decided to proceed this way because we believe a temporary search function will allow you to immediately feel the improvement.

Q. Since it can't be saved when using multiple computers, does this mean we have to summon the pets again on the other computer?

A. The way we intend to implement it is by saving the items held by the summoned pet on the player's computer rather than the server. Therefore, if you switch computers, you will experience the inconvenience of having to save this information again. Because this information is stored on the computer, if you take an item out of a pet on Computer A, it might still look like the item is in the pet on Computer B. There could be these kinds of inconveniences and limitations.

Q. When will this be possible as well?

A. We are proceeding with the goal of summer.


Pet/Partner/Spirit > Please increase Spirit slots.

#Inquiry on plans to improve low-utilization Spirit effects, such as the Bow/Crossbow Ultimate Effect and Staff Sweeping Effect

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A. We have plans to expand the Spirit slots by 1 more. We will showcase this during the summer.

Q. Looking at the April Mabinogi Connect Promise Fulfillment Status, Handle Erg improvements are scheduled for the second half of the year, but I remember you saying at the April Connect event that you would improve not only Handle Erg but also the Ultimate Spirit Effects for Bows and Crossbows. This was omitted from the recent notice; is it still being reviewed identically? Also, regarding Soul Staffs, you previously answered that it would be more desirable to address advanced magic improvements through a new Arcana that uses advanced magic. Currently, the Staff Spirit's Staff Enhancement effect is considered practically meaningless in terms of feel and usability. I'm curious if you plan to resolve this through an advanced magic-based new Arcana as well. If that is the direction, users who currently use Staffs as their main weapon are forced to endure an inefficient option while waiting for a new Arcana whose release date is unknown. I want to ask if the dev team considers this an appropriate direction.

A. We went back and reviewed the Spirit effects. The scale was much larger than expected. We judged it would be difficult during current balancing or the second half of the year. Doing only a part of it is meaningless, and we think it needs to be done properly. It's difficult to proceed with currently. Not only the Staff-related effects, but the meaning of Spirit-related effects has weakened significantly. For Dual Gun Sweeping, it's set as a Shooting Rush cooldown reduction. Similar things exist for other weapons. The fundamental cause is that they were revamped in 2019, and the meta has changed since then. During the balancing process, we considered improving the options one by one, but there's a side effect of the balancing scope becoming too broad. If we were to do all of them, it would be a situation where it's difficult to provide them with a high level of completeness. Therefore, we are currently limiting our balancing to the skills themselves.

Q. Murias's Holy Water can now be applied to Shields and Bows. Human Blast Lancers wear a Lance in both hands and cannot receive the Holy Water effect; are there any considerations regarding this?

A. If you only look at the Shield Holy Water effect in isolation, you might feel there is a spec gap. However, in reality, we are balancing taking into account things like Breath of Ladeca (which excludes that part), so there are currently no plans to improve that specific aspect.

Q. Among the Connect promises, there was a review on whether it's possible to widen the gap between the Soul Liberator Lyre and upper-tier weapons. We requested that rather than raising it to the same level as a dealer, it should be applied so that it provides a merit when equipped by a Harmonic Saint compared to a dealer. Currently, due to music buff inflation, there isn't a huge difference between Harmonic Saints and dealers, and I would like a definite answer on this.

A. I recall we made it so they could have a gap advantage through Link effects, etc., at the time. We are currently preparing based on this. We will try to show it in the form you expect.


Event/Quest > Please improve Event Shop rewards.

(Adding diverse items, tradable items, reissues, etc.)

#Inquiry on plans to change how cosmetic items are distributed #Issue of untradable items not being storable in pets/bank

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A. We will distribute diverse items and reissue items through events. For this Doki Doki Island, we structured it so you could obtain existing rewards, and we plan to continue this stance in the future. Additionally, we are aware there is a high demand for tradable items. The proportion of untradable items among event items has increased, and you requested improvements. When structuring rewards for various events, we will utilize existing untradable items as guaranteed rewards that you can obtain 100% if you consistently participate. When actively acquiring identical items—for example, if you consistently play mini-games—we are trying to diversify by including tradable rewards among the random rewards. We will try to provide a more fun experience in this manner.

Q. Recently, during the 8000 Days Event, the method was that you had to open a box to obtain the attendance check event scroll to start. Currently, there is a notice to open this box, but when you enter the game, the box is received automatically, and you have to manually click it. There are users who couldn't receive event rewards because they failed to click it. There have been events in the past where you had to obtain a scroll; are there any relief measures for this?

A. This is a part that we also felt bad about. We will go back, discuss it, and make an announcement. Currently, there are no planned relief measures.


Eternity > Will all data from the current live service be transferred to Eternity?

#Inquiry on whether existing item values will be preserved

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A. As mentioned earlier, our goal is to transfer the equipment and specs that Milletians have earned through their efforts exactly as they are. For content, our goal is to provide an improved experience. I can explain that the natural depreciation of an item's value over time is a natural flow that can happen in both the live service and Eternity.

Q. Most users are placing their hopes on Eternity while simultaneously worrying about it. I think the initial Eternity announcement mentioning that some data might not be transferred is a reason for this. If not all data is transferred as initially mentioned, I think users would want an explanation of the categories of data that won't be transferred. From the users' perspective, there are many concerns because the value of paid currency currently used might become low or nonexistent in Eternity. Doubts also exist regarding whether the data transferred to Eternity will hold value. Users have anxieties that the endgame items they currently hold will become like previous season items in a seasonal game after transferring to Eternity, or that they might practically become unusable. I ask that you ease these anxieties with as clear an answer as possible.

A. Answering about the categories of items that will not be transferred: since we want the efforts you invested to be transferred exactly as they are, please understand that there are no such categories for items. When the time comes where additional explanations are needed, we will provide them. Regarding your additional question about current equipment becoming "previous season equipment"—if a level cap expansion happens like in other games, is it true that existing equipment becomes similar in level to items obtained during the level cap expansion quests?

Q. That depends on when Eternity opens, and it's natural for item values to drop over time. Users are aware of that, but since it depends on when Eternity comes out, I hope you can give a good answer with what you can say right now.

A. The situation you are worried about will not happen.

Q. You just said there wouldn't be such changes, but I have a suspicion. In the released Eternity video, there were evasion motions and dash-like motions. Currently, there is no dash skill in Mabinogi, so we use Anchor Rush instead. Because of this, people use reforges to jump further with Anchor Rush. Has this been considered as well?

A. I understand this as a question asking if value will be preserved when a role replacing an existing skill is released. We are developing while considering these aspects as well. It's not finalized; we tested the evasion skill while considering if it could provide a more fun experience in Mabinogi. If it truly gets introduced, it could replace Anchor Rush. We definitely think improvements must be included, such as transferring the value allocated to the existing Anchor Rush to the new evasion skill. It's not finalized yet, so it's hard to give a definite answer here. I am answering to let you know that this aspect is being considered.


Q. From the previous conference, I know it's not easy to present new events and you are focusing on improving existing content. I understand development resources are limited, but from a user's perspective, events are one of the important motivations that keep us logging into Mabinogi. If you have no choice but to recycle or reissue existing events, can you at least prepare minimum improvements? For collaboration events, especially the recent Frieren event, the amount of text was massive, but the actual event experience felt rather bland. When collaboration events were held, there were many cases where new users flowed in to experience that IP. In the case of Frieren, it was a shame that it couldn't be utilized at all. If there are collaboration events in the future, how can you combine them with the Mabinogi-style content experience, and can you integrate a minimum quality standard for collab events, perhaps by utilizing cutscenes?

A. Regarding event improvements, even if we reissue them, we naturally think we should provide a more fun experience. We will try to show an improved look. Regarding collaborations, I think it's a great opinion. When we proceed with collaborations, we will make sure to reflect that content.


Q. At the April Mabinogi Connect, I requested to see Director Choi Dong-min and Content Leader Kang Min-seok play Bri Leith together; is that being prepared? And when can we see it?

A. As guided on the Promise Fulfillment Status board, we aim to show this during June.

Q. Will you be going straight from Phase 1 to Phase 3?

A. That's correct.


Q. We tried to cover everything due to time, but there are remaining parts, and I don't think those agendas are unimportant. There are probably various realistic reasons on the company's end. I believe users need to understand that to a certain extent for negotiations to go well. What I really wanted to say is that even after covering all this today, there are still things that need to be addressed.

There are many cases where issues experienced on the domestic Mabinogi server are experienced exactly the same way on the overseas servers. Personally, I've even gathered surveys from overseas. There were discussions I wanted to mention at the latter part of the April Connect, but many were skipped due to time constraints. I've gathered many of their words as well. There are many things we couldn't cover due to lack of time. I received word that you would handle these unaddressed remaining parts through CS (Customer Service). I hope this is prepared in a way that is convincing to the users. How can this be prepared?

A recent example of the same problem occurring is the issue where the price of the Essence of Awakened Power rose domestically, and the exact same price surge occurred overseas as well.

A. For the contents we couldn't cover in this broadcast, we will make sure to answer them through the official website. For the stories you gathered additionally but couldn't ask, we can only answer them if you submit them via CS. If you submit these questions through CS, we will provide answers. If we know the nickname you used to ask the questions, we will be able to answer via CS.

Q. I have kept that part well-organized along with the party's nickname and will make sure to deliver it.


LT라바뉴(@LT_labanyu)

Translated by Gemini AI.

Original Link: https://mabi.labanyu.com/t/patch-note-review/65

2026-05-31 00:31:21
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